Game Corner: Star Wars: The Force Unleashed (Xbox 360)

GameCorner
SWTFULogo

Released: September 2008
Developer: LucasArts
Also Available For: iOS, J2ME, N-Gage, Nintendo DS, PlayStation 2, PlayStation 3, PlayStation Portable, Nintendo Wii, PC, and Mac

The Background:
Before Disney bought the entire Star Wars (Various, 1977 to present) franchise and decided to reboot it with a bunch of questionable sequels, George Lucas was still firmly behind the wheel of his signature series. Development of a new Star Wars videogame began in 2004, around the time that Lucas was finishing up Star Wars: Episode III: Revenge of the Sith (ibid, 2005), and, eventually, the developers decided to work in close collaboration with Lucas in bridging the gap between that film and the seminal Star Wars: Episode IV: A New Hope (ibid, 1977). The decision was made to introduce the idea that Darth Vader had secretly been training an apprentice, known as “Starkiller”, to not only hunt down and destroy any remaining Jedi but also to assist him in overthrowing Emperor Palpatine. In service of this, Vader would use Starkiller to form the fledging Rebel Alliance, thereby effectively creating his own downfall. While these events would later be rendered non-canon after the Disney buyout, for a time they stood as the established origins of the Rebel Alliance. Personally, I haven’t really enjoyed a Star Wars videogame since Star Wars: Rogue Squadron (Factor 5/LucasArts, 1998) and have only dipped in and out of subsequent titles as the franchise has dabbled in almost every conceivably genre. I’d heard, however, that The Force Unleashed was a pretty decent title, if mired by some frustrating controls and gameplay elements. Nevertheless, distrustful of Electronic Arts and their shameless loot crates and being unwilling (read: poor) to shell out for Star Wars Jedi: Fallen Order (Respawn Entertainment, 2019) yet having a Star Wars itch, I decided to take the plunge with The Force Unleashed and see if it holds up after all this time.

The Plot:
During his mission to hunt down and destroy the remaining Jedi, Darth Vader stumbles upon the son of a Jedi, whom he takes as a secret apprentice. Trained in the Dark Side of the Force, Vader’s secret assassin, Starkiller, is sent out into the galaxy to purge the Jedi and lay the foundations for Vader’s coup against the Emperor.

Gameplay:
Star Wars: The Force Unleashed is, like many Star Wars videogames, a third-person action title in which the player controls Starkiller, a troubled and damaged young man who is strong with the Force and well-trained in the Sith arts. As a result, Starkiller wields a lightsaber and can use the Force in a variety of ways to strike down those before him. Combat is largely built around the execution of combos that string together successful lightsaber strikes with Force abilities. Starkiller can blast foes with Force Lightning, push or toss them (and objects) with Force Push and Force Grip, blast them away with Force Repulse, or envelop himself in a life-sapping Force Shield. As he cuts down Jedi and Stormtroopers alike, he earns experience points which can be used to unlock additional combos and improves his abilities. Luckily, there’s no crafting system and the skill tree is ridiculously easy; you can acquire crystals that will allow you to customise the look and abilities of Starkiller’s lightsaber and can improve the strength of his various attacks or regenerative abilities by spending Force Points.

SWTFUCrLightsaber
Starkiller holds his lightsaber like an absolute bad-ass.

Speaking of Starkiller’s lightsaber, you know he’s a bad-ass not just because he has a no-nonsense buzzcut or a near-permanent scowl but also because he holds his lightsaber backwards! What a rebel! Holding down L2 will allow Starkiller to block incoming blaster fire and attacks (and pressing it at the right moment will also allow him to parry), though he can also automatically send bolts back to his foes as he runs along. Lightsaber combat is simple and fluid; hitting X at the right moment will initiate a fancy flourish that can be chained with subsequent attacks to deal massive damage, and Starkiller can even hurl his lightsaber like a boomerang to take out ranged foes and charge it with his Force Lightning to electrocute his enemies. It’s not all combat and tossing fools to their death with the Force, though; you’ll have your reaction time tested in more than a few quick-time events (QTEs) and Starkiller generally navigates through a limited number of largely limited, if relatively-well-realised environments, jumping and dashing his way to a series of objectives. There’s some light platforming here that requires the use of a double jump and dash, and a few extremely basic puzzles that pretty much always boil down to using the Force to move something to either cross a gap or open a door (or, sometimes, both!)

SWTFUStarDestroyer
While impressive, this part is a pain in the ass.

While Starkiller controls very well, what will mess you up is the game’s wonky physics engine, unreliable camera, and janky controls; I struggled endlessly with the Force Grip, which either allowed me to suspend objects uselessly in mid air or sent them careening futilely against a wall and, as many have commented. This becomes a massive source of frustration during what should have been the game’s crowning achievement: pulling a Star Destroyer from the sky. While pulling the ship down wasn’t actually that difficult (though it is frustrating having to angle it into the right position), it’s the wave-upon-wave of TIE Fighters that make this so aggravating. Starkiller can’t deflect TIE Fighter fire and the only way to destroy them is to grab them with the Force and, I swear, it’s damn near impossible to get a grip on them.

SWTFULevels
Levels are very Star Wars but not very inspiring.

Compounding the matter is the fact that Starkiller is actually quite weak; you can upgrade his health and Force meter and the damage he can receive and dish out, but he bounces around the place like a puppet when he’s blasted with heavy weaponry and sometimes takes so long to jump back up that he can get blasted to death with very little effort. As a result, you’ll be constantly jumping and dashing about cutting down the regular Stromtroopers to refill your health and allow you to pummel away at the game’s tougher enemies. While the game is a decent length and tells a pretty engaging story about Starkiller’s eventual redemption and sacrifice, the level variety leaves a lot to be desired. Every environment feels very Star Wars and you’ll battle through a TIE Fighter factory, the woodlands of Kashyyyk, and even through the Death Star itself but the problem is that you basically revisit the same environments twice over. You begin the game as a fully-powered Vader slaughtering Wookies on Kashyyyk and later revisit this planet as Starkiller; Starkiller journeys to Raxus Prime to assassinate a Jedi and later returns there to rescue key figures of the Rebellion. Other environments, like Tatooine and Coruscant, appear as downloadable content (DLC) but it would have really helped to increase the game’s visual variety to have these levels be a part of the main story.

Graphics and Sound:
Graphically, the game is…okay. The computer-generated cutscenes are well-produced but, while the in-game graphics do a serviceable enough job of rendering the game’s handful of levels and environments, they don’t make for very attractive in-game cutscenes. It also seems like the developers were desperate to cram as many different physics engines into the game as possible, from Havok to Euphoria, in order to make the game “state of the art”. However, while the enemies have relatively decent levels of intelligence (Stormtroopers just blast away but the Purge Troopers and Felucian’s systematically attack you with blocks and co-ordinated attacks) and the environments are largely intractable and destructible, the game is riddled with rag-doll physics, glitchy platforms (Starkiller is just as likely to slide off a ledge as he is to land on it), and dodgy graphical elements (the backgrounds are teeming with life and action but then some barriers and trees just disintegrate into dust and fade away).

SWTFUMusic
You’ll really feel as though you are Darth Vader…for about ten minutes.

Yet, the game is filled with familiar Star Wars music and compositions based upon the works of the great John Williams. There’s something incredibly empowering about cutting Wookies down as Darth Vader while the iconic Imperial March plays and the music definitely lends a level of professionalism and quality to the game that is, generally, matched by the game’s recognisable environments.

Enemies and Bosses:
The Force Unleashed is filled with all manner of enemies; while you’ll wade through legions of Stormtroopers who go down with relative ease, you’ll also come up against some of the Empire’s more advanced troops who make use of cloaking technology, gatling guns, blast you with concussive bolts from jetpacks, or erect Force-resistant shields. Then there are the enemies who use energy shields or weapons to block and parry your attacks, the likes of the Purge Troopers who grapple Starkiller and want nothing more than to bash his brains in, or the always-annoying Sniper Troopers who pick you off from a distance. Starkiller will also battle Force-sensitive enemies, like the Felucians, or those like the Emperor’s Royal Guard who wield lightsaber-like staffs and weapons and require you to break through their defences to land a combo.

SWTFUBigEnemies
Larger enemies require a bit more strategy.

Sometimes you’ll have to target a specific enemy in order to “demoralise” the other troops; this is essential as, when your enemies are bolstered by these bastards, they can kill you in short order. Starkiller will also frequently come up against AT-STs and Rancors as well; these larger enemies are often flanked by waves of smaller enemies and can whittle your health down to nothing in no time with their powerful attacks so you’ll have to make use of Starkiller’s ranged Force abilities and combos and then win at a QTE to put them down for good.

SWTFUSarlaac
One boss battle takes place right next to a Sarlacc pit!

As for boss battles, these are pretty much all against Jedi, Sith, or similarly-Force-empowered individuals. While each of these encounters is largely the same (block or parry attacks while you wait for an opening, cut down cannon fodder to refill your health, use your Force powers to throw objects at the boss, and win a QTE), each takes place with slightly different environmental and additional hazards. You’ll duel with Shaak Ti beside a Sarlacc pit, for example, have to contend with Maris Brood’s Bull Rancor, and will have to battle simulations of not only the Jedi you’ve defeated before but also a recreation of Darth Maul when facing off with Starkiller’s droid, PROXY.

SWTFUSEmperor
The Emperor will try your patience.

The finale of the game obviously sees you butting heads with Starkiller’s former master, Darth Vader; this is a three (or four, depending on your choice) stage fight that begins in a narrow hallway, progresses to a room where the floor is (almost literally) lava, and ends in the Emperor’s observation deck. Ironically, I found Vader to be less challenging than some of the game’s other bosses as, while he has a powerful Force blast and will choke you out of the air, it’s not actually too difficult to weather his attacks and wail on him with your best combos. After besting Vader, you’re presented with a choice to finish him off in a battle to the death (thus earning the Dark Side ending) or going one-on-one with the Emperor to achieve the Light Side ending. Rather than attacking with a lightsaber, Palpatine uses his Force Lightning to roast you alive, shields himself from your attacks, and throws lightning-charged objects at you (that also explode). This battle is more annoying than difficult as, with careful timing, you can bounce Palpatine’s lightning back at him and whittle him away with your combos as long as you can avoid or block his other attacks.

Power-Ups and Bonuses:
As mentioned, you can acquire, upgrade, and purchase new combos and abilities as you play through the game and level up; by the time you confront the Emperor, you can take quite a bit of punishment, your Force meter will refill faster, and your attacks will dish out far more damage thanks not just to being upgraded but also to the new combos available to you.

SWTFUUpgrades
Upgrade your abilities with Force points.

As you explore your environment, you can also pick up Jedi Holocrons, which will refill your health and Force meter, award Jedi points, and yield other awards (like new lightsaber crystals). With the right lightsaber crystal, your lightsaber can deal more damage or suck health from your opponents, and you’ll also unlock additional artwork, costumes, and other bonuses by finding all of the Holocrons. Starkiller can also increase his odds with one-time buffs by picking up Sith Holocrons; these will grant you with limited invincibility, refill your meters, bestow you with an aura that will drain the health from enemies, or give you an unlimited Force meter for a brief time. Against some of the game’s tougher enemies and mini bosses, these can be essential so make the effort to pick them up and take out the more annoying enemies.

Additional Features:
As mentioned, you can unlock a bunch of concept art and data files by playing the game and collecting Jedi Holocrons. There are also a large number of additional costumes available for use; none of these offer any benefit beyond being cosmetic changes but they do allow you to play as other Star Wars characters, including Obi-Wan Kenobi and even C-3PO! There are three DLC missions you can also play if you bought the extra content (or the Ultimate Sith Edition); one sees Starkiller undergo a series of trials in the Jedi Temple on Coruscant while the other two take place on Tatooine and Hoth and present an alternative scenario where Starkiller replaced Vader as the Emperor’s assassin and battles some familiar faces. As standard, there are a number of Achievements to unlock; most of these are earned through regular play, while other require you to kill a certain number of enemies in different ways or play on higher difficulty settings.

SWTFUConclusion

The Summary:
Star Wars: The Force Unleashed is, ultimately, an average experience; the combat is fast and frenetic and it’s fun to fry Stormtroopers with Force Lightning or cut AT-STs in half but the game quickly runs out of depth and steam and it isn’t long before you’ve experienced everything it has to offer. Starkiller was an interesting protagonist but the story of his redemption is, honestly, nothing we’ve never seen before in Star Wars movies or other media. It doesn’t help that he has to constantly travel through the same environments, fighting variations of the same enemies, and battling against some really dodgy physics and a camera that just loves to get stuck behind objects or jitter about the place at crucial moments. The game’s more frustrating elements really hamper the thrill of fighting through the Death Star laser cannon; battling Jedi and the iconic Sith duo is fun but also a laborious experience that generally comes down to dodging an attack and just mashing away at X like a madman until you win. Despite the fact that the game carries a large degree of sensory fidelity to the Star Wars movies and offers perhaps the best lightsaber combat I’ve experienced so far, it seems to be lacking a real polish to bring together is disparate elements into a cohesive and consistently engaging experience.

My Rating:

Rating: 2 out of 5.

Could Be Better

What were your thoughts on Star Wars: The Force Unleashed? Did you also struggle with the game’s wonky physics, camera, and controls or do you consider it to not actually be that bad? What is your favourite Star Wars videogame (or movie, or show, or book, or whatever), if any? Either way, leave a comment below and let me know.

Game Corner: Doom 64 (Xbox One)

GameCorner
Doom64Logo

Released: March 2020
Originally Released: April 1997
Developer: Nightdive Studios
Original Developer: Midway Games
Also Available For: Nintenfdo 64, Nintendo Switch, PC, and PlayStation 4

The Background:
Everyone knows Doom (id Software, 1993), right? The gory, action-packed first-person shooter (FPS) that has seemingly been ported to every console and format known to man and pretty much thrust the FPS genre into the mainstream? Well, if you don’t, then I envy your naivety. Doom was not only the first in a still-ongoing series of fantastic FPS games, it also kick-started a slew of brilliant FPS titles on the PC and home consoles, as well as popularising online “Deathmatches” against other human players.

Doom64Ports
Doom has been run on nearly every device, including in Doom itself!

In keeping with the fact that Doom has appeared on nearly every piece of hardware available, id Software drafted Midway Games to work on a port for the under-rated Nintendo 64. However, rather than being a straight-up, by-the-numbers conversion of Doom, Doom 64 featured entirely new levels, redesigned weapons, some new enemies, and a greater emphasis on exploration. With the release of Doom: Eternal (ibid, 2020), a game largely inspired by and related to Doom 64, Doom 64 finally saw a wider re-release on modern consoles, bringing this oft-forgotten Doom title back into the spotlight. But does it hold up to the original Doom and its sequel, Doom II: Hell on Earth (ibid, 1994), or was it better left forgotten?

The Plot:
After thwarting Hell’s attempt at invading Mars and Earth, the hard-as-nails Doom Marine (or “Doomguy”) is once again forced to take up arms and journey to space stations and through Hell itself, slaughtering demons in a head-on collision with the Mother Demon herself.

Gameplay:
As you should probably be aware, Doom 64 is a traditional Doom FPS through-and-through; as in the classic Doom, you control the Doomguy, a silent, no-nonsense marine who enjoys nothing more than blasting demons with a shotgun or skewing them into bloody sushi with a chainsaw. Unlike modern FPS games, aiming and precise camera control are not necessary in Doom 64; you can more left, right, straight ahead, and backwards, and those are the only directions you can shoot in. There’s also no crosshair or aiming recital; you simply point your weapon in the direction of your target, shoot, and let the game’s auto aim direct your shot.

Doom64Controls
Combat is generally as simple as: Point and shoot!

This is helpful when faced with swarms of enemies and it keeps the action fast and frantic but it can make picking off demons from a distance a bit trickier; I prefer to clear out rooms and areas first so I can explore unimpeded and this often meant to would blast at enemies hiding above or below the game’s maze-like stages. As the game seems to want you to engage demons at point-blank range, the auto aim doesn’t always shoot at enemies up above or below, making this technique tricky, to say the least. As you explore the game’s massive thirty-odd stages, you’ll be tasked with finding a number of coloured keys to open doors and progress further towards the stage exit. Generally, you’ll need three of these (blue, red, and yellow) to progress, but not always, and you’ll also find secret areas and rooms hidden behind seemingly innocuous walls.

Doom64Maze
Stages can be frustratingly confusing and maze-like at times.

While this is par for the course with Doom videogames, I don’t remember it being this necessary or difficult in Doom or Doom II; it doesn’t help that every one of Doom 64’s stages is labyrinthine in nature. This is fine in small doses but I found myself wandering around in circles in every other stage, desperately trying to figure out where to go next, and was forced to turn to a guide more than once just to find the next key…only to find it seemingly led to a dead-end room. There are a lot of hidden weapons and rooms in Doom 64 and this extends to certain switches and doors; more than once, you’ll have to press a certain switch, or switches in certain combinations, or stand in a certain place or race to a lowered platform or opened passageway before they close. I don’t mind this in principle but, more often than not, I would activate a switch and open a door or lower a platform that is outside of your viewpoint, meaning I would struggle to see where I had to go at the best of times.

Doom64DemonKey
You should definitely make sure you get the three Demon Keys.

Additionally, in certain stages, you can find three Demon Keys; these artefacts can only be acquired after solving some of the game’s trickier puzzles but, with them, you can upgrade the firepower and effectiveness of the game’s ultimate weapon, the “Unmaker”, and will greatly increase your chances at defeating the game’s final boss. Ultimately, Doom 64 offers a classic dose of Doom that will be new for many players, even those more than familiar with the first two games. However, I found my enjoyment of the ripping and tearing soured somewhat by the over-emphasis on exploration and puzzle solving; I find these elements ill-fitting in FPS games at the best of times and they feel especially out of place in a Doom game and incorporated simply to mix things up for those who have played Doom and Doom II to death.

Graphics and Sound:
Graphically, Doom 64 looks and feels like a classic Doom title; stages are build out of three-dimensional polygons and the game’s wide variety of enemies are rendered using 2D sprites. Enemies are largely and diverse but, as always with classic Doom games, they suffer from this 2D rendering; there are very few frames of animation, meaning enemies can appear a bit jerky and pixelated. Thankfully, this doesn’t stop the blood and gore and the game’s creepy, supernatural aesthetic remaining in full force. Pentagrams, fire, and blood are everywhere, lending a creepy ambiance and horror to the game that is punctuated by the ominous (yet rocking) soundtrack that is pure Doom through and through.

Doom64HUD
Doom 64 sadly omits the classic Doom HUD.

Sadly, however, Doom 64 omits Doom’s trademark heads-up display (HUD); rather than seeing a pixelated representation of the Doomguy react in pain when hurt or grin sadistically when acquiring new weapons, you simply have numbers showing your health, armour, and ammo status. However, the game’s weapons did receive a new coat of paint and it’s always nice seeing Doomguy slot a fresh shell into the super shotgun before blasting a Cacodemon to pieces.

Enemies and Bosses:
Doom 64 features all the classic Doom enemies: you’ll battle shotgun-toting zombies, fireball-spewing Imps, and the lumbering Bull Demons. There’s even a new enemy exclusive to this version, the Nightmare Imp, which is just a faster, more translucent version of the regular Imp but it’s nice to see some exclusivity to this version.

Doom64PainElemental
I absolutely hate these bloody things!

Doomguy also battles some more testing enemies, like the big-ass Hell Knight; the worst of which, for me, are the Pain Elementals. These disgusting, blob-like bastards spew the always-annoying flaming skulls known as Lost Souls, which quickly swarm you and drain your health in no time. Seriously, I would rather run in circles like a madman shooting rockets at a slew of Mancubuses or Barons of Hell than take on a handful of these bastards!

Doom64Mother
Before you face the Mother, you’ll endure an army of demons!

Speaking of which, you’ll often have to battle a rocket-firing Baron of Hell, Mancubus, or Arachnotron as bosses as you progress through the game’s stages but, once you’ve bested them, they’ll crop up in later stages, sometimes in twos or massive groups. In the game’s final level, “The Absolution”, you’ll have to battle through a slaughter of an endurance against an entire army of the game’s enemies, including these bosses, before you can face the Mother Demon…unless you have the three Demon Keys.

Doom64Mother2
Even with the fully-powered Unmaker, the Mother is no cake-walk.

With these, you can close up the portals these enemies spew from and battle the Mother Demon with more of your health and ammo. With these artefacts, the Unmaker will be fully powered, allowing you to make short work of this final boss but, even still, she’s no cake-walk and, without the artefacts, it’s next to impossible to reach the Mother Demon with a decent amount of health, armour, or ammo.

Power-Ups and Bonuses:
You begin the game with a simple pistol and the Doomguy’s patented right hand. As you explore your surroundings (or kill certain enemies), you’ll acquire ammo and additional weapons, including the shotgun, super shotgun, the chaingun, a plasma cannon, and a rocket launcher. Doom’s signature weapon, the BFG-9000, can also be found either in secret areas or in later stages of the game; this baby can be charged up and unleash an energy blast that disintegrates all onscreen enemies and makes short work of the game’s bosses. The game’s most powerful weapon, however, is the Unmaker, a demonic weapon that must be powered up with the three Demon Keys in order to cut through enemies and bosses. Ammo for this weapon, and the BFG-9000, is relatively scarce, however, so it’s advisable to only use it when absolutely necessary.

Doom64BFG
Charge up the BFG-9000 to make short work of demon scum!

Thankfully, you can still grab a chainsaw (this time, it has two blades!) to rip and tear demons into bloody pieces, which won’t cost you any ammo at all. As you explore the stages, you’ll find medikits to restore your health, various armours to increase your resistance to attack, increase your maximum and health and armour points with smaller items, and view any unexplored areas on the game’s awkward map screen. You can also grab the Berserk item to be fully healed and enter a state of rage where the damage you deal with your fists is increased exponentially, pick up a radiation shield so you can walk through lava or radioactive waste, or grab the Supercharge and Megasphere to boost your health and/or armour to their fullest, attain partial invisibility or limited invincibility, or grab a backpack to increase the amount of ammo you can hold.

Additional Features:
Doom 64 features four difficulty settings, each of which affects your health, armour, ammo, and the frequency and aggressiveness of the game’s enemies. There are numerous secrets to be found in each stage, one of which is so well hidden that you’ll be destroying certain explosive barrels in a specific order in order to reach the super secret level, “Heretic”. Once you beat either this stage, or the entire game on any difficulty, you’ll unlock “The Lost Levels”, six additional stages that take the Doomguy back to hell to confront the Mother Demon’s sister (and which form the basis of a link to Doom: Eternal). In addition to this, there are a number of pretty simple Achievements to get on the Xbox One version and, as always, some passwords and cheat codes to make the game more interesting or allow you to warp to the challenging “Fun” stages (however, it is notable that you won’t get an Achievement if you have a cheat code activated).

Doom64Conclusion

The Summary:
Doom 64 is a classic Doom experience first and foremost. At its core, its as bloody and action-packed as the classic Doom and its sequel but, because of its additional features and skewed focus, feels like a fresh experience and an entirely new game rather than a straight-up port. Unfortunately, it can’t be denied that the game’s reliance on maze-like stages, exploration, and keys to progress make the game more frustrating than it needed to be. When I’m playing Doom, I like to blast through demons in a largely linear environment; I don’t really play to think, if that makes sense, and I was forced to a guide more often than I would like for a Doom title. Yet, the game is at its best when you’re fully locked and loaded and faced with a hoard of flesh-eating demons just begging to be blown to bloody chunks.

My Rating:

Rating: 2 out of 5.

Could Be Better

What are your thoughts on Doom 64? Did you play the original release on the Nintendo 64 or did you play it as part of Doom: Eternal? Which Doom is your favourite? Whatever your thoughts on Doom, or FPS games in general, leave a comment below.

Back Issues: WildStorm’s Resident Evil #4

BackIssues

The release of the Resident Evil 3 remake (Capcom, 2020) is still a big enough news item for me to continue my retrospective on Resident Evil: The Official Comic Magazine, a comic book released by WildStorm back in 1998 to 1999 that ran for five issues and covered events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998).

ResEvComic4Logo

Issue one recapped and filled in events from the first game, while issue two focused entirely on covering the events of the second. The third issue oddly introduced supernatural elements to the lore and began a three-issue arc that would continue in issue four, released in December 1998.

ResEvComic4Leon
Leon shows up to save the day.

The issue’s first story, “Night Stalkers” (Oprisko, et al), revolves around giant, man-bat creatures created by Umbrella’s G-Virus attacking and small Nevada town. Their bite infects a young boy, turning him into a zombie, but their true purpose is to spirit townsfolk away to a hidden Umbrella lab, where the lunatic scientist Dr Callos, can turn them into more bat-men. Luckily, Leon S. Kennedy rocks up to investigate and, after a brief scuffle, is captured by the man-bats and taken to Dr Callos’ laboratory. Leon manages to overload the machine Callos has been using to control the man-bats and they turn on their creator, ripping him to shreds while Leon makes his escape and the air force move in to eradicate the lab.

ResEvComic4Bat0
A similar creature would appear in Resident Evil Zero.

This was a slightly better attempt at mixing the supernatural with Resident Evil as, unlike last issue’s “Wolf Hunt” (Adams, et al), “Night Stalkers” shows these vampire-like creatures to be products of Umbrella’s G-Virus rather than anything mythical. Once again, the comic oddly foreshadows Resident Evil Zero (Capcom, 2002), which featured a giant infected bat as a boss battle, though that was noticeably less humanoid than the man-bats featured here.

ResEvComic4Res4
Much of this story foreshadow’s Resident Evil 4.

Without really knowing it, this story also provides a bit of a glimpse into Leon’s life between Resident Evil 2 and Resident Evil 4 (Capcom Production Studio 4, 2005); Leon even arrives in a small town using a little jeep, very much like the opening of Resident Evil 4, and is both decidedly more capable and written as more of an action hero as in that game . It’s not really revealed who he’s working for here; he wears a modified version of his riot gear but, judging from his rescuers, appears to work for the United States government.

ResEvComic4MrX
Mr. X makes his grand entrance.

“Special Delivery” (Mostman, et al) makes a minor attempt to address a concern I had with issue two’s adaptation of Resident Evil 2 as it follows two Umbrella helicopter pilots as the fly around delivering Umbrella’s bio-organic weapons (BOWs) to specific areas. Their first drop-off is Mr. X, whom they dump right on top of the Raccoon City police station; though this is the only time he is featured in the story, it’s interesting to see behind the scenes of his delivery as, in the game, he just comes crashing in with a bang.

ResEvComic4BOWs
The pilots are carrying some deadly cargo…

The pilots then drop off a massive man-eating plant, similar to Plant 42, at a chemical warehouse and a Tyrant at a mineshaft working to synthesise anti-viral agents. Just as they’re about to make their last delivery, though, Umbrella’s deceitful nature kicks in and a canister activates, releasing a squid-like BOW on the chopper that promptly kills them in brutal fashion. Side stories like this are a great use of this comic as it allows us to see a version of events we’re normally not privy to in the videogames; Resident Evil, especially the earlier titles, was always ore about reacting to the events and trying to survive through them rather than worry about the hows and the whys. That came through the files and notes and was generally revealed the deeper you got into the games but, around this time, all we really had to go on about Umbrella were documents found strewn around the game’s environments, biased third-party information, and the drudgery that was Resident Evil: Survivor (TOSE, 2000).

ResEvComic4Chris
Of course Chris can pilot the plane safely!

The issue ends with a continuation of last issue’s “Dead Air” (Adams, et al), “Zombies Abroad” (ibid), which begins by solving the pesky problem of safely landing the zombie-infested plane that Chris Redfield, Jill Valentine, and Barry Burton are in. Luckily, Chris is able to do this without any real issue and the rest of the zombies are subdued (thanks to Barry using a make-shift flamethrower, which seems incredibly dangerous in a pressurised aircraft…) before they can infect other passengers).

ResEvComic4Europe
Jill, Barry, and Chris kill their way across Europe.

After landing, the three do a whistle-stop tour of some of England’s most iconic landmarks in search of Umbrella’s European headquarters and find nothing but zombies. The story then just jump cuts to France and becomes an action-packed montage of the three blowing zombies away outside the Eiffel Tower, in the Louvre, and in the Netherlands until they reach a castle in Germany.

ResEvComic4Puzzles
The three solve some puzzles to find clues and hidden areas.

Here, the story slows way down and pulls inspiration from the investigatory and puzzle-solving elements of the videogames; Jill finds a mysterious photograph, Chris discovers a hidden passageway after fiddling with a suit of armour, and Barry finds a hidden note after playing an organ in a near-exact recreation of many of the arbitrary puzzles of the first videogame.

ResEvComic4Zombies
Boy, you said it, Chris!

The story ends on another cliffhanger, with each of our three heroes left in a face of jeopardy. I’m at odds with this one; on the one hand, it’s fun to see these three working together and blowing away zombies but, on the other, there’s a few questions raised. Like, when did the Tyrant-Virus (T-Virus) spread to Europe? Up until this point, it’s only infected small, mid-western towns and areas in America. When was the T-Virus released? If Umbrella’s headquarters weren’t in any of the places the three visited, it’s a bit weird that they’d encounter so many zombies.

ResEvComic4Pacing
It’s a bit late in the game to be focusing on puzzles…

Also, while it’s nice to see the comic really go all-in with adapting the game’s puzzles, I’m not entirely sure if it works for a comic book. Comic books are generally all about frenetic action and, so far, these Resident Evil comics have always had a good balance between gory fire fights and nods to the game’s slower mechanics. I kind of feel like they could have used an entire issue to tell a slow story where we follow a lone character investigating their surroundings, finding clues and maybe solving some puzzles while building threat and looming tension as we see zombies or BOWs closing in on them but suddenly juxtaposing seven pages of zombies getting their heads blown off with elaborate puzzles in a Gothic setting just feels a bit odd here.

ResEvComic4Interlude
The potential is there but I’m not sure the execution was right…

Other than a few additional pieces of artwork from Carlos D’Anda, that’s about it for this issue. At this point, the formula is starting to wear a little thin; it really does feel like WildStorm would have been better off doing maybe three full issues adapting the first game, then three more focusing on the second game, with one side story or interlude in each to help flesh out the Resident Evil lore. They seem, instead, to have been aiming for an anthology-based title but I’m not sure it’s really paying off as we’re only four issues in and they already seem to be struggling for content and story ideas. As there wasn’t much to go on at this point apart from the characterisations and documents we see in the videogames, it might have been smarter to stick to being a straight-up adaptation rather than try and cobble together new content out of, effectively, nothing.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue five.

10 FTW: Dark Doppelgängers

10FTW

If there’s one thing any hero can count on it’s that, at some point in their illustrious career, they’re going to have to face off against themselves. Sometimes, like with the classic Demon in a Bottle (Michelinie, et al, 1979) this is a metaphorical battle against their own inner demons and foibles but. More often than not, it’s a literal battle against an evil version of the themselves. Sometimes they’re from another world or a parallel dimension, perhaps they’ve used stolen technology or been cloned from the hero; other times, they are of the same race or seek to replicate the hero’s powers and usurp them. Whatever the case, I’ve always enjoyed a good doppelgänger, generally because they’re just like the hero but dark and edgy or more violent and, being as I grew up in the nineties, I like that kind of stuff. An evil version of a hero can help to elevate the hero by allowing them to overcome their failings and, sometimes, will even edge out of villain territory and become either a full-fledged hero in their own right or a line-towing anti-hero. In either case, today I’m going to run through ten of my favourite dark doppelgängers; evil versions of heroes who are just cool through and through.

10DarkLink
10 Dark Link / Shadow Link

First appearing in Zelda II: The Adventure of Link (Nintendo EAD, 1987) this shadowy version of the heroic Link gets the number ten spot purely because he isn’t really much more than a glorified henchmen for main series villain, Ganon. In true Peter Pan (Barrie, 1902) fashion, Dark Link often takes the form of a pitch-black shadow or a dark, distorted reflection and is able to perfectly mirror all of Link’s attacks and abilities. In recent years, he’s appeared more as a phantom and been given more definition but he’s generally relegated to being a sub-boss for a game’s dungeon and never the true threat to the land of Hyrule.

9Wario
9 Wario

Debuting in Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992), this bloated, disgusting, twisted version of Mario is everything Nintendo’s cute and cuddly mascot isn’t: he’s rude, crude, mad, bad, and dangerous. Where Mario jumps on blocks and Koopa heads to save a delightful Princess, Wario barges through walls and tosses his enemies at each other to steal, loot, or recover treasure. Wario even has his own version of Luigi, Waluigi (who exists more for the sake of existing, I would argue) but, while he crashed onto the scene in a big way by taking over Mario’s castle, Wario has softened over the years. He’s transitioned from an anti-hero and begrudging ally to simply a master of ceremonies as Nintendo moved him away from being the star of his own series of unique games and more towards party games and mini games.

8 Black Adam

Created by Otto Binder and C. C. Beck, Teth-Adam was originally gifted the magical powers of the wizard Shazam and chosen to be his champion, Mighty Adam. After being bewitched and corrupted, however, Adam was stripped of his powers and withered away to dust but, centuries later, was reborn when his ancestor, Theo Adam kills Billy Batson’s parents to lay claim to Adam’s power. Black Adam possesses all of the same powers as Captain Marvel/Shazam but is also gifted with a pronounced mean streak and tactical genius; he briefly reformed for a time, even joining the Justice Society of America and building a family of his own, but his quick temper and deep-seated contempt for humanity generally always drives him into a murderous rampage that few heroes can hope to oppose.

7Janus
7 Alec Trevelyan / Janus

Appearing in what is still probably the best James Bond film ever made, GoldenEye (Campbell, 1995), Alec Trevelyan (masterfully portrayed by Sean Bean) was one of MI6’s top 00 agents. However, wanting revenge against the British government for the death of his family and comrades during World War Two, Trevelyan faked his death and formed a criminal organisation named after his new alias, Janus. Trevelyan makes the list because he’s everything James Bond (Pierce Brosnan) was but twisted towards villainy; he and Bond were close friends and partners and his “death” weighed heavily on Bond’s conscious for nine years, making his betrayal even more sickening. In facing Trevelyan, Bond not only faces his biggest regret and mistake but also himself and what he could easily become if the fates were different.

6Slash
6 Slash

First appearing in ‘Slash, the Evil Turtle from Dimension X’ (Wolf, et al, 1990), Slash was originally an evil violent mirror of the heroic Teenage Mutant Ninja Turtles who often appeared in Turtles videogames and merchandise as a sub-boss for the Turtles to fight. For me, his most iconic look is when he’s sporting a black bandana, some spiked apparel, razor-sharp, jagged blades, and a heavy, armour-plated, spiked shell. Slash’s look and characterisation have changed significantly over the years as he’s gone from a somewhat-eloquent villain, to a rampaging monster, to an ally of the Turtles depending on which version you’re reading or watching.

5TheMaster
5 The Master

Originally (and, perhaps, most famously) portrayed by Roger Delgado, the Master was a renegade Time Lord who rebelled against his overbearing masters to freely wander through time and space. While this closely mirrors the story of his childhood friend, the Doctor (Various), the Master was the Doctor’s exact opposite: evil where the Doctor was good, malicious where the Doctor was kind, and wanted nothing more than to extend his lifespan, conquer other races, and destroy (or break) his oldest rival. Though sporting a deadly laser screwdriver and able to hypnotise others, the Master gets the number five spot simply because he’s been overplayed to death in recent years. Time and time again we’ve witnessed the Master at the end of his regeneration cycle, or destroyed forever, only for yet another incarnation to appear and wreck more havoc. He’s even redeemed himself and turned good before, and yet still returns to his wicked ways to plague the Doctor even when his threat should long have ended.

4 Metal Sonic

Speeding onto the scene in Sonic the Hedgehog CD (SEGA, 1993), Metal Sonic stands head-and-shoulders above all over robot copies of Sonic the Hedgehog simply by virtue of his simplistic, bad-ass design. A fan favourite for years, Metal Sonic has made numerous appearances in multiple Sonic the Hedgehog (Sonic Team/Various, 1991 to present) videogames, comic books, and other media. Sporting a sleek, aerodynamic design, chrome plating, and a massive jet engine on his back, Metal Sonic did something no one had done at the time of his debut and not only matched Sonic’s speed, but outmatched it on more than one occasion. While Sonic CD is far from my favourite Sonic title, it’s hard to downplay the iconic race against Metal Sonic in Stardust Speedway or his impact on the franchise.

3ReverseFlash
3 Reverse-Flash

Versions of the Reverse-Flash have plagued DC Comics’ speedsters over the years, most notably Edward Clariss (The Rival), Eobard Thawne (Reverse-Flash), and Hunter Zolomon (Professor Zoom). Sporting a yellow variant of the classic Flash suit and shooting off sparks of red lightning, the Reverse-Flash is generally characterised as using his powers to torture the Flash out of a twisted desire to make him a better hero. Reverse-Flash’s threat is increased by his tendency to travel through time, evading death and plaguing different generations of the Flash; Professor Zoom was even able to manipulate the Speed Force to jump through time and appear to be faster than the Flash. Reverse-Flash has also been the cause of numerous agonies in the lives of multiple Flashes; he’s killed or threatened those closest to him (including Barry Allen’s mother) and delights in bringing the Flash to the brink of his moral code.

2JudgeDeath
2 Judge Death

Hailing from an alternate dimension where life itself is a crime (as crimes are only committed by the living), Judge Death is the dark counterpart to no-nonsense lawman Judge Dredd. First appearing in 1980 and created by John Wagner and Brian Bolland, Judge Death assumes the appearance of the Grim Reaper and uses his demonic powers to kill with a touch. Rocking a metal design (recently evoked by the Batman-Who-Laughs, another contender for this list), Judge Death takes Dredd’s uncompromising enforcement of the law and ramps it up to eleven. Alongside his fellow Dark Judges, he once slaughtered over sixty million citizens of Mega City One and, despite his corporeal form being destroyed or trapped, has returned time and time again to bring judgement upon the living.

1 Venom

Perhaps the most popular (or, at least, mainstream) of all dark doppelgängers is the alien symbiote who, when bonded to Eddie Brock (or others), is known as Venom. Created by David Michelinie and Todd McFarlane, Venom began life as a black alien costume that absorbed Spider-Man’s powers and abilities and sought to permanently bond with him. When Spidey rejected it, it turned to Brock and, through their mutual hatred of Spider-Man, Venom was born. Sporting a super simple design (pitch-black with a white spider logo, emotionless white eyes, deadly fangs and claws, and a long, drooling tongue), Venom plagued Spidey for years. Immune to Spidey’s Spider-Sense and sporting all his powers, but double the strength and viciousness, Venom has evolved from a sadistic villain, to an anti-hero, to all-out hero over the years but, thanks to their equally violent offspring, has been the source of much death and woe to Spider-Man since day one.

0CrimeSyndicate

What dark doppelgänger is your favourite? Were there any I missed off this list, or do you, perhaps, feel the evil copy is a played out trope? Drop a line in the comments and pop back for more lists and articles.

Game Corner: Wario Land II (Nintendo 3DS)

GameCorner
WarioLand2Logo

Released: 2012
Originally Released: February 1999
Original Developer: Nintendo R&D1
Also Available For: Game Boy Color

The Background:
Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992) didn’t just blow its predecessor out of the water in terms of graphical and gameplay improvements, it also introduced the gaming world to one of my favourite characters of all time Wario, Mario’s evil doppelgänger, for the first time. While it would be some time before Wario made the jump to a main Nintendo console, and before he was relegated to simple mini games and cameo appearances, Mario’s evil twin thrived on Nintendo’s handhelds. First, he usurped the Super Mario Land franchise with Wario Land: Super Mario Land 3 (ibid, 1994), which led to a slew of sequels on Nintendo’s handheld systems.

The Plot:
After besting Captain Syrup and her Black Sugar Pirates, Wario is rudely awakened one day to find his castle has been flooded and ransacked by Syrup and her goons; enraged, he sets off to recover his loot and get his revenge.

Gameplay:
Wario Land II is a sidescrolling, 2D action/platformer; players control Wario as he journeys across a variety of worlds, collecting Yellow Coins and dispatching enemies with Wario’s patented Dash Attack and Ground Pound. Wario controls almost exactly as he did in the last game; he can jump on most enemies to stun them so he can pick them up and throw them, or just barge them with his Dash Attack. However, the knockback from enemy attacks is a considerable frustration; not only do you lose vital Coins, you also bounce back quite a way, which can be extremely annoying and lead you to drop to lower levels. What sets Wario Land II apart from its predecessor, and other Mario videogames, is Wario’s inability to die; when hurt by enemies or traps, Wario will lose some of the Coins he has gathered or be transformed into one of a number of different forms.

WarioLand2Forms
Rather than dying, Wario is transformed, allowing access to new areas.

These transformations are essential to navigating the different worlds Wario travels to and uncovering Wario Land II’s numerous secrets; hidden in every world is a piece of treasure, which Wario must earn by matching panels. As with its predecessor, finding the doors to these treasure rooms is no easy feat and Wario must navigate through some tricky puzzles and traps in order to find every piece. Once a world is completed, the player can also earn a Picture Piece to complete a map to the pirate’s treasure by completing a number-matching game. Wario Land utilised a map hub world similar to Super Mario Land 2 but Wario Land II is far more linear…or so it would seem. In actuality, there are many branching paths the player can take as they play; even inaction at the start of the game will lead Wario to different worlds and treasures. Once you finish the game, you gain access to the Treasure Map, which details all the different paths, allowing you the chance to recover the entirety of Wario’s missing loot and reach the true finale.

Graphics and Sound:
Wario Land II represents a time far removed from the basic, unremarkable presentation of Super Mario Land (ibid, 1989); characters and levels are brought to life through large, charming sprites that are a far cry from the first game’s monochrome offerings.

WarioLand2Graphics
Everything looks and sounds pitch-perfect here.

There are a lot of familiar sounds here that return from Wario Land, all of which add to the quirky, slightly off-kilter nature of Wario and his world. Nintendo walked a fine line between familiar and unique but executed this perfectly so that playing Wario Land II is unlike playing any other Mario title from that era and yet recognisable enough so that anyone who played its predecessor will feel right at home with familiar sights and sounds.

Enemies and Bosses:
Many of Wario Land’s generic enemies return here (such as the boomerang-wielding D.D and the Pirate Gooms) but there’s plenty of new and unique baddies to encounter; there’s a little mole cook who will fatten Wario up, pirate pecans who spit fish at you, zombies, and a fishing penguin who lures you in with fake Coins.

WarioLand2Bosses
Wario Land II has some weird-ass bosses on offer.

As for bosses, Wario Land II doesn’t disappoint and continues the tradition Super Mario Land 2 started with having big, oddball bosses; Wario will face off against the likes of a giant snake, a basketball-throwing rabbit, a giant dinosaur-like bird, and Captain Syrup herself. Though they can usually be defeated with a few well-placed bops to the head, each boss has a specific attack pattern and various phases; many will blast Wario out of the boss room entirely, forcing you to trek back around and start again or require a certain method to injure them (like dunking them through a basketball hoop or blasting lava at them).

Power-Ups and Bonuses:
In Wario Land, Wario controlled very similar to Mario; when hit, he reverted to a smaller form and he collected Power Up Pots to can new abilities. As mentioned above, though, Wario Land II ditches the traditional power-ups in favour of some truly weird transformations.

WarioLand2Conditions
Each transformation has its own benefits.

Certain enemy attacks will trigger a transformation in Wario that is necessary to reach other areas of each world and hidden secrets; Wario transforms into a burning ball of fire when set alight, becomes a zombie to drop to lower levels, or swells up to balloon-like proportions to reach higher levels, amongst other transformations. Part of Wario Land II’s gameplay is figuring out which enemies trigger a transformation and how to use that transformation in each area. It’s only by utilising all the tools at Wario’s disposal that players will be able to conquer each world, all the different branching paths, and access the secret final chapter, which is a time attack challenge through Syrup Castle.

Additional Features:
Collecting all the treasures in the game and completing the Picture Piece map doesn’t just allow you access to Syrup Castle, though; it also unlocks Flagman D-D, a remake of the Game & Watch mini game Flagman (Nintendo, 1980). This inclusion, and Wario Land II’s increased use of mini games compared to its predecessor, could be said to foreshadow Wario’s later preference towards mini games rather than fun little action platformers like this.

WarioLand2Conclusion

The Summary:
Wario Land II takes everything you knew from its predecessor and changes it just enough to deliver a unique gaming experience; appearing far more linear, the game hides many secrets and branching paths in a far more subtle way compared to Wario Land, meaning the no two players will have the same gameplay experience. Fittingly, Wario feels heavy and cumbersome; unlike Mario, he’s not build for precision platforming, which may be why Wario Land II substitutes such gameplay for simple puzzles, mazes, and alternative routes accessed by Wario’s transformations. Yet, at the same time, there seems to be a slight lack of polish to Wario Land II that can make some sections and bosses battles needlessly frustrating. However, the unique aspect of being immortal and changing forms to reach new areas, coupled with the chirpy tunes and big, quirky sprites make this a joy to play as no challenge presented by Wario Land II ever feels game-breaking or impossible.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your memories of Wario Land II, if any? Do you like Wario and, like me, wish he would return to a more prominent position? What was your favourite of the Super Mario titles on the original Game Boy? Leave a comment below and share your thoughts.

Back Issues: WildStorm’s Resident Evil #3

BackIssues

I’m still riding the coat-tails of the Resident Evil 3 remake (Capcom, 2020) with my retrospective on Resident Evil: The Official Comic Magazine, a five-issue comic book released by WildStorm back in 1998 to 1999 that filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998) to flesh out the Resident Evil lore outside of the videogames.

ResEv2Comic3Logo

We’ve already seen how issue one used four stories to tell a recap of Resident Evil and interludes between that game and its sequel, and how issue two reduced the stories within to three while expanding the page count and revolving entirely around the events of the sequel. Issue three, released in September 1998, keeps the three-story format but also reverts to telling interludes and side stories to the main series videogames.

ResEvComic3Wolf2
A wolf-like creature has been killing students.

The first story, “Wolf Hunt” (Adams, et al) takes place before the events of Resident Evil and revolves around Jill Valentine going undercover at Racoon City College after some particularly gruesome murders take place there. Barry Burton accompanies her as back-up and she is soon attacked by a wolf-like creature. She immediately kills it and the story ends with the strong implication that it was actually a werewolf.

ResEvComic3Wolf
Turns out it was a werewolf…apparently?

This was basically a nothing story and really didn’t add much to Jill or Barry’s backstories or personalities beyond showing them working together before resident Evil. It s interesting to see Albert Wesker giving them orders and showing life in the Special Tactics and Rescue Service (S.T.A.R.S.) before the Tyrant-Virus (T-Virus) outbreak but, ultimately, it could have just been any story and supernatural elements shouldn’t really be involved with Resident Evil.

ResEvComic3G-Eel
The G-infected eel is quite the persistant beast.

WildStorm finally introduce the Licker in the second story, “Danger Island” (Oprisko, et al), in which a couple find their island vacation ruined when a capsule containing the creatures breaks open on the island, releasing both them and the G-Virus upon the populace. Stan and Leslie (the aforementioned couple) soon find themselves beset upon by all manner of gigantic mutated creatures mutated by the G-Virus, in particular a massive eel that ensures that the Lickers don’t get a chance to actually do anything.

ResEvComic3Birkin
Birkin, of all people, arrives to silence their victory.

Stan is eventually able to kill the eel and, though he and Leslie are injured, they survive (using herbs to ease their wounds) and manage to call for help, only for William Birkin to show up and (it’s strongly implied) execute them to keep Umbrella’s secrets. This story focused more on the variety of mutated bio-organic weapons (BOWs) players can encounter in the Resident Evil videogames. There’s only one zombie, shown very briefly, ensuring that the story can focus entirely on the G-eel that relentlessly pursues Stan and Leslie. It’s a shame that the Lickers weren’t given more focus as the story could easily have been about them hunting prey using the island’s forestry as camouflage but it did provide a bit of a look at Birkin’s despicable character (even if he wasn’t really much of a hands-on kinda guy in the videogames).

ResEvComic3TeamEurope
Jill, Chris, and Barry prepare to head to London.

The issue ends with “Dead Air” (Adams, et al) which is not only the first in a multi-part story (a first for the comic) but also a direct sequel to side stories seen in the last two issues. This story sees Chris Redfield, Barry Burton, and Jill (looking a lot like Chris’s sister, Claire, for some reason), travel to London after the events of the first game. This is interesting as, while other stories and the videogames had eluded to Chris travelling to Europe to investigate Umbrella further, I don’t believe it was ever stated that he went with his old partners, at least not before Resident Evil 5 (Capcom, 2009).

ResEvComic3Pilot
Jill beats the infected pilot to death!

As you might expect, a T-Virus outbreak occurs once they’re in the air, forcing the characters to have to battle them without their usual weapons. Amidst the outbreak and the desperate situation, Jill realises that she’s beaten the infected pilot into mush, leaving the plane hurtling through the air in a downward spiral.

ResEvComic3Plane
Surprisingly, Resident Evil hasn’t had much plane action.

This story opts for the more close-quarters combat players can come to expect from Resident Evil’s claustrophobic environments but we’ve yet to actually battle an outbreak on a plane before; there was that outbreak on the narrow cabins of the train in Resident Evil Zero (Capcom, 2002) but the closest the series has come to exploring an airborne outbreak was in the opening scenes of Resident Evil: Degeneration (Kamiya, 2008), which is a bit surprising really.

ResEvComic3Plane2
Imagine equipping THAT to your inventory!

After issue two only included a brief artist’s gallery, issue three features another interview with Resident Evil producer Shinji Mikami, though it’s decidedly less interesting as the last one as he mainly dodges questions about Resident Evil sequels and talks about his childhood. In the end, issue three is a lot weaker than issue two but, between “Danger Island” and “Dead Air”, there’s some decent action/horror to experience here. Starting a multi-part story on issue three rather and issue one was an…interesting idea as, usually, continuous stores are used by comics to entice readers into buying the next issue. I guess the strength of the Resident Evil brand was enough that WildStorm felt they could wait a few issues before trying to do sequential stories.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue four.

Game Corner: Sonic the Hedgehog: Triple Trouble (Nintendo 3DS)

GameCorner
SonicTripleTroubleLogo

Released: March 2012
Originally Released: November 1994
Developer: M2
Original Developer: Aspect
Also Available For: Game Gear, Gamecube, and PlayStation 2

The Background:
A lot of people forget that, alongside Sonic the Hedgehog’s iconic and much-lauded Mega Drive titles, SEGA also released a fair few Sonic videogames for their 8-bit consoles. The 8-bit versions of Sonic the Hedgehog (Ancient, 1991) and Sonic the Hedgehog 2 (Aspect, 1992) differed considerably from the 16-bit counterparts, featuring entirely different Zones, gameplay gimmicks, and features. While Sonic 2 had almost nothing in common with its bigger, better brother, Sonic the Hedgehog Chaos (ibid, 1993) represented Aspect’s first real attempt at a completely original Sonic title. Released in Japan as Sonic & Tails, Sonic Chaos was a major step up from the first 8-bit Sonic, featuring a playable version of Miles “Tails” Prower, bigger and better graphics, and many other upgrades that left its 8-bit predecessors in the dust. After SEGA switched their focus entirely to the Mega Drive, Triple Trouble and all subsequent 8-bit Sonic titles were released exclusively on the Game Gear.

The Plot:
The diabolical Doctor Eggman scatters the Chaos Emeralds across the world but secures one for himself and tricks Sonic’s friendly rival, Knuckles the Echidna, into tracking the remaining gems. However, Nack the Weasel (known as Fang the Sniper in Japan) is hording the Emeralds inside the Special Stages, resulting in Sonic and Tails facing all three in their quest to recover the Chaos Emeralds.

Gameplay:
Like its predecessors, Triple Trouble is a sidescrolling, 2D platformer based on speed. Of all the 8-bit Sonic titles, this is easily the biggest and the fastest; players can choose to play as either Sonic or Tails and journey through the game’s six Zones and each plays a little differently.

Run or fly through Zones as Sonic or Tails and tackle a variety of Special Stages.

Both characters can run, jump, and spin as normal and enter a Spindash by pressing down and A; pressing up and A as Sonic allows him to perform the Strike Dash, a version of the Peel-Out, to blast ahead at full speed. Tails, however, flies instead of performing a Strike Dash and, unlike in Sonic Chaos, Tails can actually access the Special Stages and collect the Chaos Emeralds. Speaking of which, like all 8-bit Sonic titles, Triple Trouble features a unique way of accessing the Special Stages; players must first collect fifty Golden Rings, locate and smash open a Chaos Emerald monitor, then enter the sparkling warp to challenge Nack for a Chaos Emerald. Like Sonic Chaos, each Special Stage offers a different challenge, including bouncing around collecting Rings, piloting the Tornado bi-plane, or navigating a maze.

SonicTripleTroubleNack
Nack acts like a tough guy but is really a pushover.

At the end of each Special Stage, they then battle against Nack, who shows up sporadically throughout Triple Trouble to cause Sonic or Tails headaches, similar to Knuckles in Sonic 3. Despite his cool and unique character design, Nack is more a buffoon and an annoyance than an actual challenge, however. Triple Trouble’s Zones borrow heavily from other Sonic titles and yet still manage to stay relatively unique; Tidal Plant Zone has more than a passing resemblance to Sonic the Hedgehog CD (ibid, 1993)’s Tidal Tempest, for example, and Atomic Destroyer Zone is like a combination of Sonic & Knuckles’ (SEGA Technical Institute, 1994) Death Egg Zone and 8-bit Sonic 2’s Scrambled Egg Zone thanks to its abundance of maze-like tubes. Oddly, Triple Trouble features a large number, and dependence upon, springs; the first Zone, Great Turquoise Zone, is chock full of them (they’re on the trees, the ground, and even the Badniks!) and one of the main things you’ll find yourself doing when playing Triple Trouble is bouncing around on springs and other bouncy hazards, fighting with the stiff controls to get Sonic or Tails back on track. Being that it’s an 8-bit title, Triple Trouble lacks some of the polish of its 16-bit counterparts but, saying that, its 8-bit predecessors felt a bit easier to handle. Here, Sonic jutters along, refusing to change direction mid-air, and feels sluggish and weighed down, making precise platforming difficult. This is a bit of an issue when trying to explore Zones for those elusive Chaos Emerald monitors and when tackling the Special Stages but, for a simple pick-up-and-play title, isn’t a major handicap, especially as there’s not much in the way of bottomless pits or cheap deaths.

Graphics and Sound:
As mentioned before, Triple Trouble is probably the best looking 8-bit Sonic title. The sprites are large and full of character and the Zones and environments are bright and lively. Of all the 8-bit Sonic titles, this comes the closest to matching its 16-bit counterparts, particularly by evoking the same sense of fun and adventure found in Sonic 3.

SonicTripleTroubleZones
You may recognise Triple Trouble‘s aesthetic.

What lets the game down, however, is the sound. As it was originally developed for the Game Gear, sounds are muddy and distorted, as though they’re playing underwater. The game’s music is catchy enough and fits perfectly but collecting Rings or smashing Badniks lacks the usual oomph I expect from a Sonic title.

Enemies and Bosses:
Triple Trouble features the usual mechanised enemies we’ve all come to expect from a Sonic title, especially one from his heyday; Badniks range from robotic snails with springs on their shells to exploding penguins. Most are easily destroyed by simply spinning into them but there’s a fair few Badniks here that cannot be destroyed, which prove especially annoying when you run face-first into them and then stutter down to a lower level thanks to the game’s janky knock-back feature.

Bosses aren’t lacking in variety, although Dr. Eggman ends up being a bit of a pushover.

Like in the 8-bit Sonic 2 and Sonic Chaos, bosses consist, for the most part, of giant Badniks (such as a giant flying turtles and a bomb-spewing, rocket-powered penguin). However, Sonic and Tails also have to battle Knuckles, who fires bombs and rockets from a cute little vehicle, Nack (who bounces around in a funky spring-loaded contraption), Metal Sonic (in a variation of the iconic battle from Sonic CD), and, of course, Doctor Eggman. Sonic or Tails won’t battle Eggman until the game’s finale, however. This boss battle has three stages but there isn’t much to it; you simply ram his machine until it explodes and transitions to the next phase and, in the final stage (which is eerily reminiscent of the final bosses from the first two 8-bit Sonic titles), you dodge some lightning and smash him as he cycles around a tube.

Power-Ups and Bonuses:
Like all Sonic titles, Sonic and Tails can smash monitors to aid their progress; they can get an extra ten Rings, a speed boost from the Power Sneakers, an invincibility, hit a checkpoint, or gain extra lives as standard but can also access some additional items.

Triple Trouble has some fun, unique power-ups, including Tails’s cute little submarine!

There’s a snowboard that lets Sonic cut through the Robotnik Winter Zone with ease, Propeller Shoes that allow him to navigate underwater, Rocket Shoes to allow him to burn through the sky, and a Pogo Spring because…there aren’t enough springs in the game already. These last two popped up in Sonic Chaos as well but it’s nice to see them return here and it’s a welcome change to the usual shield power-ups. Sonic doesn’t get all the toys, though, as Tails can jump into the Sea Fox to navigate through Tidal Plant Zone without the need for air bubbles. Since he doesn’t need to Rocket Shoes, he can also grab the Hyper Heli-Tails to increase the duration of his flying ability. Additionally, players won’t lose all of their Rings when hit; instead, they’ll only lose thirty Rings, which makes playing through Triple Trouble much easier compared to the first to 8-bit Sonic titles where Sonic couldn’t even collect the Rings he lost.

Additional Features:
There isn’t much else in Triple Trouble; obviously, as with the majority of Sonic titles, the ultimate goal is to collect all of the Chaos Emeralds to receive the game’s best ending but this doesn’t offer any reward other than not being told to “Try again”. There’s no Super Sonic here, no two player mode, and you cannot unlock Knuckles or anything like that. It’s a very simple, one-player experience with the minimum of effort being asked of you. The Virtual Console version, however, offers a few extra features; you can create a save point (which is quite handy if you need to stop playing but you only get one save), change the aspect ratio of the display, and fiddle about with a few other minor settings but that’s about it. For such an ambitious 8-bit Sonic title, it remains as bare bones as all 8-bit Sonic videogames were back in the day.

SonicTripleTroubleSummary

The Summary:
Sonic the Hedgehog: Triple Trouble is decent enough, for the most part; Zones are bright, vibrant, and easy to blast through, Sonic has never looked better in 8-bit, and there’s a decent amount of variety and challenge on offer. However, for as much as Triple Trouble outpaces its 8-bit predecessors, it’s still an 8-bit title; the controls are clunky and unresponsive, the knock-back from damage is a pain in the ass, and sound effects are distorted. Similar to the Game Gear version of Sonic 2, the screen is zoomed in quite a bit as well, which means you’re never quite sure what you’re running into. Overall, I enjoyed the game; it was probably the best 8-bit Sonic game of the bunch, but it’s still far from perfect. I loved Nack and how he was worked into the game, even if he was, technically, just a rip off of Knuckles, and it’s a shame that he hasn’t been brought back in a similarly high profile role. Honestly, I’d love to see this game get a proper, Sonic Mania (PagodaWest Games/Headcannon, 2017) style remake (alongside, or as part of, it’s other 8-bit brothers) but it seems like SEGA and Sonic Team and happy to let their 8-bit/handheld Sonic titles fade into obscurity, which is a shame really.

My Rating:

Rating: 3 out of 5.

Pretty Good

What were your experiences with Triple Trouble? Do you also long for Nack’s return to the franchise? What did you think of Sonic’s other 8-bit outings? Drop a line in the comments to let me know.

Back Issues: WildStorm’s Resident Evil #2

BackIssues

This month is all about the Resident Evil 3 remake (Capcom, 2020) and, as such, I’m taking a look back at the official Resident Evil comic released by WildStorm back in 1998 to 1999. The five-issue Resident Evil: The Official Comic Magazine mostly filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998) to flesh out the Resident Evil lore outside of the videogames.

ResiEvComic2Logo

Issue two, released in June 1998, features only three stories compared to the four of issue one but has more pages devoted to each one). From this issue, the comics also start to use the God-awful American variant of the classic Resident Evil title font, most likely as this issue is more focused on events surrounding the second videogame.

ResiEvComic2Adaptation
Issue two includes an adaptation of Resident Evil 2.

Another major change is that this issue actually includes a straight-up adaptation of Resident Evil 2, including dialogue lifted straight from the videogame. Whereas the closest issue one got was a recap on the first game, “A New Chapter of Evil” (Adams, et al) details pretty much the entirety of Leon S. Kennedy and Claire Redfield’s stories, picking up with them being separated on the streets of Raccoon City and following both on their journey through the Raccoon City police station and the Umbrella facility beneath the city streets.

ResiEvComic2Leon
Leon’s story gets some fair representation here.

As in the game, the story jumps back and forth between the two but, ostensibly, the plot remains the same just without any Lickers: Leon makes it to the police station, where he meets and is eventually attacked by Marvin. After catching up with Claire, he bumps into Ada Wong and is shot by Annette Birkin after having a run-in with a G monster. Patched up by Ada, Leon dispatches of a giant mutated alligator and they descend into the Umbrella facility. Ada betrays Leon and falls to her death while trying to steal the G-Virus, leaving him with little time to escape the facility.

ResiEvComic2MrX
And that’s seriously all for Mr.X…

As all this is going on, Claire (who begins the story packing a lot more heat than her videogame counterpart) has an extremely brief and uneventful run-in with Mr. X. seriously, she takes him out with just “five rounds”, off panel, and he never appears again. It’s like the writers only played snippets of Claire’s story.

ResiEvComic2Birkin
“G” goes down like a bitch every time.

Anyway, Claire meets Annette’s daughter, Sherry, and they witness the corrupt Police Chief Irons be killed by Sherry’s father, William, who has mutated into “G”. Claire dispatches “G” (once again with laughable ease) and comforts Sherry after her mother is killed. They hook back up with Leon and, after finally doing away with “G”’s final form, they escape the facility just as it self-destructs.

ResEv2Comic2GZoo
“G” infects the animals in the city zoo.

As an adaptation of Resident Evil 2, “A New Chapter of Evil” is both extensive and rushed; loads of Claire’s story is skipped entirely, with Mr. X practically being a non-player, and the threat posed by “G” is almost completely non-existent as the characters defeat it while barely breaking a sweat. Hell, it takes Leon more effort to kill the alligator than “G”! Yet, as a quick run through of the game’s major story events, this is serviceable enough, though it feels as though the issue would have benefitted greatly from devoting its entire page count to their adaptation rather than twenty-odd pages. “Mutant Menagerie” (Oprisko, et al) briefly shows how Birkin was driven to infect himself with the G-Virus after being gunned down for his research samples. Mutating into “G”, all he can think of is to infect as many hosts as possible, which leads him to the Raccoon City Zoo.

ResEv2Comic2Patrick
Patrick is successful…or so it seems!

This is bad news for the on-shift security guard Patrick Brady, who soon finds himself fighting to survive with limited ammunition and resources against infected tigers, pandas, snakes, apes, and prairie dogs. After he realises that he’s all alone, he fights through the zoo and its infected creatures to overload the zoo’s power generator and keep the animals from escaping. Though seemingly successful, he passes out from fatigue while one last prairie dog looms in for a snack.

ResEv2Comic2ZooOutbreak
A zoo was similarly infected in Outbreak: File #2.

This story does a pretty good job of relating the desperation that accompanies Resident Evil videogames; Patrick doesn’t have a lot at his disposal and is up against the odds, much like the player often is. He also is forced to battle through hordes of enemies to reach an elaborate objective, which is pretty much par for the course of all Resident Evil titles. Interestingly enough, one of the scenarios in Resident Evil Outbreak: File #2 (Capcom, 2004) saw characters dealing with a wide variety of infected creatures at the Racoon City zoo, though I would be surprised if that game took any inspiration from this particular story.

ResEv2Comic2TyrantRoaches
This issue really downplays the threat of the Tyant to an absurd degree.

The final story, “Lock Down” (Oprisko, et al) follows Barry Burton about a week after the events of Resident Evil; traumatised by what he experienced, Barry opts to visit a psychiatrist but, wouldn’t you know it, the building is suddenly infested with zombies! Swiping an access key, Barry is handed a map and instructions by a dying guard and is forced to battle his way through not only zombies but a Tyrant in order to piece together a bomb that will destroy the building. Funnily enough, Barry struggles more with giant mutant cockroaches than the Tyrant and he is able to leap to safety as the building explodes.

ResEv2Comic2Mission
All he’s missing is an Item Box…

If the first story was an adaptation of Resident Evil 2’s plot, the second adapted the survival/horror gameplay, this last story goes all-in with representing the arduous side missions and tasks players must complete while battling mutated creatures and monsters. Barry must search the building using a map to find the three bomb parts, even blasting a zombie apart to get a key to open a locker for one piece, and then assemble the bomb before escaping to safety.

ResEv2Comic2Characterisation
This comic fleshed out Barry’s character before the games did.

It’s interesting how the first issue was basically an anthology comic of side stories and companion pieces to the first two Resident Evil videogames and it isn’t until the second that WildStorm produced a more traditional adaptation of the source material. That being said, while “Lock Down” does wonders for fleshing out Barry’s personality (he has a snarky, gritty action-hero attitude that wouldn’t really be seen for some time), the clear standout of this issue is “A New Chapter of Evil”. A lot of this is due to my personal bias for Resident Evil 2 but I feel it’s a stronger statement to feature an adaptation of the videogame alongside smaller side stories rather than just filling the pages with recaps or interludes.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue three.

Interplay: Sonic Adventure

Interplay

One of the great things about adaptations, and adaptation studies, is that they both:

“[continue] to expand and become more inclusive […] it is increasingly difficult to determine a cohesive theory that accounts for the division between adaptation and other intertextual modes: allusions, plagiarisms, remakes, sequels, homages, mash-ups, appropriations, and the list goes on” (Dicecco, 2015: 161)

This quote sums up perfectly what makes adaptation studies so interesting; adaptations can be anything and are restricted only by the scope of your imagination and your commitment to researching the links between media.

While researching the theories of Nico Dicecco (and his contemporaries) during my PhD, I chose to focus on the adaptation of videogames into movies, television shows, cartoons, and comic books. This was primarily because it’s a lot easier to talk about media that is adapted into film and there hadn’t really been any serious research into videogame adaptations at that time. I’ve previously talked about how my studies into the Sonic the Hedgehog (Sonic Team/Various, 1991 to present) franchise revealed that Sonic the Hedgehog Spinball (Polygames/SEGA Technical Institute, 1993) heavily influenced multiple Sonic adaptations over the years but there has been another Sonic videogame that has made multiple jumps to other media.

SonicAdventureLogo

Today, I’m once again returning to one of my favourite Sonic videogames, Sonic Adventure (Sonic Team, 1998), Sonic’s first real foray into 3D gameplay and a title that focused on multiple characters and gameplay mechanics, a far deeper narrative than the franchise had experienced in a videogame before, and functioned as both a consolidation of Sonic’s competing iterations and a “soft reboot” for the franchise, due its use of  “slight changes to be made without having to completely scrap the franchise and start over” (Bancroft, 2015).

SonicAdventureVariety
I can’t praise this game’s variety enough!

Coming after a long absence from a main series Sonic title (and at a time when SEGA were almost haemorrhaging money thanks to failures like the Mega-CD and SEGA 32X), Sonic Adventure became “the best-selling Dreamcast game of all time, with almost two and a half million copies sold”. (Pétronille and Audureau, 2012: 70). It reinvigorated the Sonic franchise in a way that I think has been forgotten over time; while the game may have had its flaws, it successfully revitalised Sonic and led to a string of successful sequels and follow-ups. While these weren’t enough to curb SEGA’s financial woes, the success and impact of Sonic Adventure led to a shift in Sonic’s gameplay, narrative, and aesthetic direction; rather than racing along a 2D plane, players now ran along at break-neck speeds in fully 3D environments that were designed more like rollercoasters. Sonic was now “Taller, slimmer and somehow spikier”, his friendliness replaced with “an anime-style cool” (Jones, et al, 2011: 31), and his narrative was far darker and more mature than his bright, psychedelic 2D titles. Perhaps the most significant impact of Sonic Adventure came through Sonic Team eventually stripping away all other playstyles to focus purely on Sonic’s speed, an aspect that largely led to the development of the Boost-orientated gameplay of modern Sonic titles.

InterplaySAOVAAdv
Surely this can’t be a coincidence?

One thing to note before I delve into the main focus of this article is how the adaptation process appears to have worked both ways with Sonic Adventure. Many elements from Sonic the Hedgehog: The Movie (Ikegami, 1996) are recognisable in Sonic Adventure, such as Tails’ workshop on South Island, the appearance of cities and structures that mirror those of our world, and a lot of Doctor Robotnik’s (Edwin Neal) personality and technology. For me, the Sonic OVA is clearly a precursor to Sonic Adventure’s attempt to leave behind Mobius and show him as an adventure-seeking teenager in a world not too dissimilar to our own (though I still pray for the day when his characterisation matches the snarky attitude of his OVA counterpart). Sonic Adventure didn’t just impact Sonic’s videogames, however; by 1999, Archie’s Sonic the Hedgehog comic books had developed into a continuation of the fan favourite Sonic the Hedgehog (1993 to 1995, more commonly referred to as “SatAM”) cartoon, infusing characters and events from the videogames into its narrative. With this in mind (and, possibly, in keeping with SEGA’s desire to create a homogeneous version of Sonic), it was inevitable that Sonic Adventure would feature in these comics before long.

InterplaySARoboEggman
Robo-Robotnik soon replaced his organic counterpart as “the Eggman”.

Sonic Adventures’ influence began slowly but, in keeping with the increasingly-convoluted narrative of the comics at the time, was complex to the nth degree. First, the Archie team crafted an elaborate story to explain why Sonic now looked like his Sonic Adventure counterpart: ‘Retro Activity’ (Bollers, et al, 1999) not only showed how Sonic transformed from his pudgy, classic look to this edgier aesthetic by racing against a destructive energy beam so fast that he cycled through his various Super forms, but it told this story backwards! If you thought that was bad, though, the lengths they went to to explain Robotnik’s transformation into his Sonic Adventure counterpart, Doctor Eggman, were even worse! So, in ‘Endgame, Part 4: For Whom the Bell Tolls’ (ibid, 1998), Sonic finally destroyed Robotnik forever in a fight to the death involving his latest doomsday weapon, the Ultimate Annihilator. However, it is dramatically revealed in ‘I Am the Eggman!’ (ibid, 1999) that Robotnik has returned…in the form of his fully-robotic, alternate-universe counterpart, Robo-Robotnik. Though seemingly destroyed in that story, the issue ends with Robo-Robotnik downloading his consciousness into a body that is identical to his Sonic Adventure design; “Eggman” (for a long time “The Eggman”) would quickly become a derogatory nickname used to describe Robotnik until the madness was smoothed over by massive continuity changes much later down the line. The Sonic Adventure tie-in officially began with ‘The Discovery: A Sonic Adventure Tie-In’ (ibid), in which Sonic and the Knothole Freedom Fighters first learn about the “hidden city of the ancients”. Robotnik also learns of an ancient beast known as “Perfect Chaos” hidden within not the Master Emerald (…as that was where Mammoth Mogul was imprisoned) but the “Black Emerald”. Unearthing the Black Emerald in the Mysterious Cat Country, Robotnik discovers that it is severely depowered and promptly leads and assault on Floating Island to smash the Master Emerald in order to repower the Black Emerald.

InterplaySAAdventureBegins
Two issues in and I’ve already lost the plot!

After being denied the chance to accompany the Freedom Fighters, Amy Rose uses the magical “Ring of Acorns” wish herself into a more mature body in the follow-up story, ‘If Wishes Were Acorns’ (ibid), one that (you guessed it) is identical to her Sonic Adventure appearance. The Freedom Fighters then travel to the hidden city, which is located beneath an island (that is an almost exact replica of the OVA’s South Island) and accessed via a Mystic Ruins mine cart. A back-up story, ‘Swallowing Trouble’ (Penders, et al, 1999), introduces Archie’s readers to Big the Cat; his peaceful existence is disrupted when Froggy (who articulates through thought bubbles) swallows a piece of Chaos, grows a tail, and is promptly kidnapped by E-102γ (also known simply as “Gamma”). In the next issue, ‘City of Dreams’ (Bollers, et al, 1999) shows Sonic and friends exploring the hidden city, which is Station Square from the videogame and populated entirely by humans (who are different from “Overlanders”, the mostly-extinct human-like species that once waged war on Mobius), and sustained by an “artificial environment” (…that includes a sky, apparently).

InterplaySAVsChaos0
Things pick up with this Sonic’s battle against Chaos 0.

While they end the story making good progress in establishing diplomatic relations with the humans, the two back-up stories show Robotnik sending his E-series robots out to find more Master Emerald fragments to empower Chaos and Amy rescuing an injured bird from ZERO. Interestingly, while Archie bent over backwards to explain the characters new look, they simply have Amy’s Piko-Piko Hammer appear out of thin air with no explanation; even she is shocked to see it! Things finally pick up in the next issue’s ‘Night of Chaos!’ (ibid), which recreates (with amazing fidelity) the first encounter and battle between Sonic and Chaos 0. The back-up stories introduce Tikal to the story, as she relates to Knuckles her history (meeting and befriending Chaos and the destruction of her tribe when her father, Pachamac, tried to forcibly take the seven Chaos Emeralds from its shrine), how Robotnik finalised Chaos’ 0 form by infusing it with Froggy, and recreates the beginning of Gamma’s story by showing it pass a training drill and release Amy and her bird friend (here clearly identified as a Flicky) after overcoming its programming and gaining a modicum of sentience.

InterplaySAArchiePC
Archie recreated Perfect Chaos’ birth in stunning detail.

Archie followed this up with a 48-page ‘Super Sonic Special’ that rapidly told Sonic Adventure’s familiar story beats: Sonic, Miles “Tails” Prower, and Knuckles battle Chaos 2 and 4 after Robotnik feeds it shards of the Master Emerald; Big, Sonic, Tails, and Knuckles end up on the Egg Carrier; there’s a tussle with Gamma (where Amy spares it from destruction) and they fight Chaos 6, destroying the Egg Carrier in the process. The adaptation continues in the next regular issue; in here, Knuckles discovers “the Eggman” unconscious in the Mystic Ruins and Chaos, still alive, blasts through the land as a tornado, absorbing the six Super Emeralds, and transforms into Perfect Chaos, flooding Station Square (and attaching itself to the Power Siphon that control’s the city’s environment) exactly as it does in the opening and Super Sonic story of Sonic Adventure. Perfect Chaos destroys the Egg Carrier then, after learning a bit more from Tikal, Sonic uses the Emerald’s to transform into Super Sonic and engage Perfect Chaos. It’s around about at this point that the story stops creating its own dialogue and starts lifting lines directly from Sonic Adventure but, considering the quality of Archie’s writing back then, I would necessarily say that this is a bad thing. The story finally comes to a conclusion in issue 84’s ‘Perfect Chaos’ (Penders, et al, 1999), in which Super Sonic struggles to subdue Perfect Chaos while Knuckles overcomes his fear of water and uses his immense strength to restart the city’s power generator (tapping into his latent Emerald powers for the first time, which would later significantly change his appearance and powers). This, coupled with Super Sonic’s attack, is enough to revert Perfect Chaos back to Chaos 0. At peace once more, Chaos and Tikal return “to the Zone [where they] belong” and the threat is finally ended (…once again glossing over the untold death and destruction in Station Square).

InterplaySAArchieLore
Archie lore was dense enough before they wedged in Sonic Adventure.

Archie’s Sonic Adventure adaptation is one of the few times they actually crafted a long-running narrative out of a videogame story; normally, they just produced one-shots or sort stories that briefly (and very loosely and awkwardly) spliced the game’s story into their own convoluted narrative. The incorporation of Sonic Adventure’s narrative was especially difficult given that several key elements had to be changed due to them clashing with Archie’s lore; Chaos’ origin and imprisonment, for one, and the weird way they introduced Station Square for another, to say nothing of how the entire Echidna backstory struggled to fit in with the messed up narrative crafted by the notorious Ken Penders. Nevertheless, this was, perhaps, the closest Archie Comics got to a straight-up, beat-by-beat adaptation of a videogame; they made it easier on themselves in the future by generally just adapting the opening portions of a game and leaving a dialogue box that said something like “Play the game to find out the rest” and then vaguely referring to the game’s events in subsequent stories. Here, though, we got lines from the game, locations, notable boss battles, and hit almost every story beat from the game no matter how at odds it was with the world Archie had created for their version of Sonic.

InterplaySASTCFearChange
Chaos cripples with its fear aura and alters Sonic’s look.

Over here in the United Kingdom, Fleetway’s Sonic the Comic (1993 to 2002, referred to as “StC”) was a little late to the party with their Sonic Adventure adaptation; like Archie, Fleetway had established their own, separate lore for Sonic and his friends, one that “felt” closer to the videogames but was still distinctly separate from it. Previously, their adaptations of Sonic videogames had tended to be multi-part stories that took the game’s characters and the vague outline of its plot and applied them to their unique narrative and Sonic Adventure was no different. The arc began in issue 175’s ‘The Coming of Chaos!’ (Kitching , et al, 2000), in which Sonic and his friends race out to confront StC’s version of Chaos 0 in Metropolis City Zone. This battle, which is a truncated version of the first boss fight with Chaos 0, showcases that StC’s Chaos exudes an aura that cripples its foes with feelings of utter dread. Headstrong and arrogant as always, Sonic attacks Chaos head-on regardless and manages to fend it off but is left with glowing green eyes and jagged spikes. In the following issue, it is revealed that Robotnik’s assistant, Grimer, unleashed Chaos in the hopes of destroying Sonic and his friends and shaking Robotnik out of the slump he had found himself in after multiple defeats. However, Robotnik reveals that Chaos is truly uncontrollable and that, by setting it free, Grimer has “doomed the entire planet”.

InterplaySASTCJohnny
Defeating Chaos extracts a heavy price.

Meanwhile, Sonic’s tech buddy Porker Lewis arrives; he’s (somehow) discovered that it’s made up of Chaos energy and has whipped up a device to defeat it but Sonic, already weakened from his earlier tussle with the creature, is unable to fight through its fear-inducing aura to complete the process. Luckily, Johnny Lightfoot steps in to lend a hand but, while he succeeds and Chaos is seemingly defeated, he dies in the process! Yep, a kids comic actually killed off a beloved, long-time character and not just any kids comic, a Sonic comic! Up until this point, death had largely been a stranger to StC’s stories; characters were used as batteries for Robotnik’s Badniks or turned to stone, or trapped for all eternity (…for a while), but they had never died before! StC hammered home that Johnny was actually, really, 100% dead in the following issue, where the guilt and shame of having recklessly led his friends into danger causes Sonic to quit the entire thing. However, Chaos reappears the Floating Island’s Emerald Chamber, now able to talk and state its intentions: it claims ownership of the Chaos Emeralds and desires to absorb their power. Knuckles is left with no choice but the jettison the Emeralds in the following story, ‘Splash-Down!’ (ibid), which causes the Floating Island to crash and sink into the sea. There’s an interesting wrinkle here where Knuckles, despondent at his actions, resigns himself to facing the same fate as his ancestral home and has to be coerced by Amy (and a good knock on the head) to avoid killing himself.

InterplaySASTCTikal
Tikal raised new questions about StC-Knuckles…

Also in this story, rather than going through a whole complicated mess involving robotic counterparts and body swapping, Robotnik simply…puts on a jacket so he resembles his Sonic Adventure design. I find this doubly amusing and ironic considering the lengths StC went to to show Robotnik transforming from his classic design to his Adventures of Sonic the Hedgehog (1993) look. Oh, and Sonic just…comes back at the end of the story, ready to jump into the fray once more. In the next issue’s story, ‘Out of Time!’ (Kitching, et al, 2000), Porker continues to obsess over Sonic’s green eyes and the Chaos energy he apparently absorbed from battling Chaos. This turns out to be a pretty big deal as Sonic is the only one who can see Tikal when she suddenly appears and promptly zaps him 8,000 years into the past. This (and the subsequent issue) is also where StC loops Sonic Adventure’s lore into their own narrative regarding Knuckles’ past; we learn not only that Knuckles existed in the distant past (a plot thread that wouldn’t be resolved until StC was continued online) but also that the extra-dimensional Drakon Empire (who had previously attempted to invade Mobius) were involved in Chaos’ origin. After defeating a Drakon Prosecutor, revealing the heavily-armoured warriors to be mutated fish in armoured shells, Sonic chats with Tikal’s father, “Pochacamac”, who reveals that the Echidnas stole the seven Chaos Emeralds (and the Master Emerald) from the Drakon Empire after they invaded the Echidna’s sacred Emerald Mines and infused the gems with their patented Chaos energy.

InterplaySASTCChaosOrigin
StC gave Chaos a completely new origin.

During a battle with Drakon Prosecutors in which a stray energy blasts hits the Emeralds and causes their powers to surge out of control, the Drakon Sonic had previously defeated is released from its prison and fuses with the Emeralds to transform into Chaos. Sonic attempts to get revenge for Johnny in the following issue but is transported back to the future in order to weaken Chaos enough for past Knuckles to do…something to imprison Chaos. Sonic returns to the present just as Chaos arrives at Robotnik’s mountaintop fortress, where Robotnik gathered the Chaos Emeralds in order to lure it in…though he does this merely to have a front row seat to the end of not only Sonic and his friends, but the entire world. All hope seems lost in ‘Perfect Chaos!’ (ibid) when Chaos absorbs the power of the Chaos Emeralds and transforms into Perfect Chaos (which actually more closely resembles Chaos 6) until a severely weakened and dying Super Sonic arrives. How, I gave Archie flack for how complicated some of their stories were so I guess it’s only fair to deviate here to explain this a bit. In StC, Sonic absorbed a huge amount of Chaos energy a long time ago; this lay dormant in him for years and, whenever under extreme stress or driven to severe rage, he would transform into Super Sonic. StC Super Sonic was an uncontrollable, rage-filled, super-powered demon with maniacal eyes who could shoot energy blasts, fly at incredible speeds, and was all-but-invulnerable. However, Sonic’s friends eventually found a way to separate Super Sonic from him and imprisoned the demon within a time dilation of sorts. Super Sonic did eventually escape but the effort drained his power so much that he eventually lost his memory and became a confused, but harmless, individual.

InterplaySASTCFinale
Chaos, and Super Sonic, are both defeated, ending both the story and StC.

Sonic’s fears regarding his demonic counterpart are realised in the finale of the Sonic Adventure arc, ‘Point of no Return!’ (ibid), in which Super successfully drains Perfect Chaos of all its energy and regresses it back to a harmless Drakon fish. The Chaos energy returns Super’s memories and powers and he attacks everyone, intending to kill them all, and begins to drain the life energy out of Sonic. However, Super’s friend, Ebony, uses her magical powers to fuse Super and Sonic back into one being again. Grimer quits Robotnik’s employ, disgusted at his lackadaisical attitude to what looked to be the end of the world, and the story ends with Sonic and his friends triumphant. Sadly, the Sonic Adventure arc would be the last time StC ran original Sonic stories in their comics; for a while, the comics had consistently largely of reprints of old stories, even though the writers could have done what Archie did and used the extra pages to tell back-up tales to expand the story rather than rushing through everything in the main Sonic strips.

InterplaySASTCRushed
StC didn’t really give these guys anything to do in this arc…

Compared to the Archie adaptation, StC’s interpretation of Sonic Adventure is not only rushed but has some pretty weak connections to its source material. The characters never visit any of the locations from the game, Chaos is significantly different (though, in some ways, better; its “fear aura” was a nice inclusion with a lot of potential), Big is reduced to a throwaway, one panel cameo, Gamma doesn’t appear at all, and neither Tails or Amy have anything near the significance of the roles they played in the game. While Knuckles plays a vital part, he’s far more hands-off than in Archie (and the videogame), and Robotnik barely features at all (though this does make sense considering where the character was, mentally, at the time). If Fleetway had been able to use every page of their issues to tell this story, it probably would have landed much better; while I don’t doubt that they still would have sought to slot Sonic Adventure’s canon into their own as best as they could, at least e could have seen a five page back-up story featuring Knuckles, or Big, or anyone. Instead, it’s a very poor effort; StC did a pretty good job of telling stories heavily influenced by the videogames in the past but, by the point, the comic was on its last legs so I guess we were lucky to get anything.

InterplaySASXChaos0
Sonic X weaved the game’s story into its lore and mixed it up a bit.

Chaos would go on to sporadically appear in Archie Comics as it continued on, even when the license switched over to IDW Publishing, but it also notably appeared in Sonic X (2003 to 2006) when the anime did its own six-part adaptation of Sonic Adventure. Before I get into that, though, I just want to briefly mention Sonic Underground (1999), the oft-lambasted follow-up to SatAM that, for all its faults, at least featured Knuckles (Brian Drummond). There’s a couple of points in the series where characters refer to “Chaos” as being the destructor of Mobius and, in ‘New Echidna in Town’ (Boreal, et al, 1999) Chaos Energy transforms Dingo (Peter Wilds) into a mindless beast, Chaos Dingo, who takes on a malleable form. While this link to Sonic Adventure is tenuous at best (made all the more so by Sonic Underground’s dramatic departure from all Sonic lore), it’s still an interesting connection to make. Despite looking fantastic due to its anime aesthetic, Sonic X was a bit of a disappointment when it first started for a variety of reasons: Sonic (Jason Griffith) is largely lethargic, preferring to spend his days taking naps or smelling flowers, and all of his iconic friends are pushed to the side to make way for Chris Thorndyke (Michael Sinterniklaas) and a host of other human characters forced into the show when Sonic and the others are transported from their world to Earth. However, for me at least, things started to pick up near the end of the first season and with the episode ‘Pure Chaos’ (Kamegaki, 2004), which kick-started the Sonic Adventure saga with Froggy swallowing a Chaos Emerald, Dr. Eggman (Mike Pollock) launching the Egg Carrier, and Sonic and Knuckles (Dan Green) battling Chaos 1 and 2. Straight away, Sonic X is ahead of the curve simply by including Big in a role more suited to his videogame story and, like Archie, the series sticks quite close to the source material.

InterplaySASXBosses
Sonic X featured almost all of Sonic Adventure‘s bosses.

The adaptation continued in the following episode, ‘A Chaotic Day’ (Kamegaki, 2004), which focuses a bit more on Knuckles’ side of the story, detailing how Chaos broke out of the Master Emerald and his search for its shards, which also brings him into contact with Tikal (Rebecca Honig). Sonic and Tails (Amy Palant) then battle both Chaos 4 at Eggman (in the Egg Hornet) at the Mystic Ruins (in what is a pretty faithful adaptation of the same boss battles from Sonic Adventure) before pursing Eggman to his Egg Carrier. They crash, as in the game, and Amy (Lisa Ortiz) and Cheese the Rabbit (Rebecca Honig) are attacked by ZERO, who kidnaps Amy and the birdie, Lily (Sayaka Aoki). Amy and Gamma’s (Andrew Rannells) stories are the primary focus for the next episode, ‘A Robot Rebels’ (Kamegaki, 2004), in which Gamma kidnaps Froggy right after Chris helps Big to rescue him and he subsequently frees Amy after suffering a bit of a short circuit at the sight of Lily just like in the videogame. Similarly, Amy convinces Sonic to spare Gamma and Knuckles recovers the last piece of the Master Emerald in the following episode, and, though Eggman successfully uses Froggy’s tail and Chaos Emerald to transform Chaos into Chaos 6, Sonic and Knuckles (randomly sporting his Shovel Claws) defeat it. The episode ends with the finale of Tails’ story, in which Eggman launches a missile at Station Square and he must gather his courage and self-sufficiency in order to disarm it (though he doesn’t battle the Egg Walker).

InterplaySASXGamma
Gamma’s tear-jerking story is told from start to finish.

‘Revenge of the Robot’ (ibid) primarily wraps up Sonic and Gamma’s stories from the game: Gamma travels through the locations of Sonic Adventure deactivating its robotic brethren and freeing the Flicky’s trapped within (which is considerably easier than in the videogame) and eventually destroys  itself and its older “brother”, E-101β “Kai” (Andrew Rannells) to reunite with its Flicky family. While Sonic does go on to defeat Eggman and his Egg Viper, Chaos obtains all seven Chaos Emeralds, transforms into Perfect Chaos, and floods Station Square in the final episode of the saga, ‘Flood Fight’ (Kamegaki, 2004). Up until this point, Chris’s involvement (and the involvement of his extended family and friends) was largely painless and unobtrusive. The changes this, however, as the destruction brought upon Station Square has a significant impact on the lives of Sonic’s new human friends and, wouldn’t you know it, it is Chris who supplies with the last Chaos Emerald he needs to transform into Super Sonic. Unlike in the videogame and the Archie Comics adaptation, Super Sonic defeats Perfect Chaos with hardly any issue at all in Sonic X; while Perfect Chaos had never looked bigger or badder, resembling more a water-based version of Biollante, and packs some serious firepower, it is defeated and reverted back in Chaos 0 with very little effort. To be fair, though, Sonic X’s Super Sonic was always far more powerful than his other incarnations, being more of a God-mode than a power-up. Still, Chaos is defeated and returns to the Master Emerald with Tikal, at peace once more. Station Square is left in ruins and, while the anime also glosses over the death and destruction the flood must have caused, subsequent episodes dealt with (or, at least, referenced) the restoration process.

InterplaySASXFaithful
Sonic X told the entire game’s story, giving everyone their due.

Like the other adaptations of Sonic Adventure discussed here, Sonic X incorporates the game’s narrative into its own unique lore but, in a twist, includes characters like Cream and Rouge the Bat (Kathleen Delaney) who debuted after Sonic Adventure. However, even these videogame characters have smaller roles than Chris and his cohorts; given that Chris was obsessed with following Sonic everywhere and putting himself in danger, this isn’t too surprising but, honestly, their inclusion and involvement is no more or less, better or worse, than those of the Archie and StC extended cast. However, Sonic X’s Sonic Adventure saga is easily the closest, most faithful adaptation of the source material of these three; Archie Comics came close bit their impenetrable lore meant that too many compromises had to be made. Both comic adaptations focused more on Chaos than other bosses and events, but Sonic X includes almost everything from the videogame, giving plenty of time to each of the game’s six characters and adapting their stories with a high degree of fidelity. It even streamlined and improved the story in many ways, such as having characters team up against Chaos’s various forms and improving the appearance of Perfect Chaos.

InterplaySASAStory
Sonic Adventure told a complex, interweaving Sonic story for the first time.

Sonic Adventure has been a rich source of adaptation, second only to Sonic Spinball. Aside from the more direct adaptations I’ve talked about here, stages, bosses, and narrative themes from the game cropped up in many subsequent Sonic titles. Unlike Sonic Spinball, I feel like this is probably because of the game’s story; this was the first time Sonic and his friends and enemies had a real voice in the videogames and the first time Sonic Team tried to tell a deep, overarching story. Add to that the influence that Sonic Adventure’s gameplay and aesthetic choices had on Sonic’s canon and future release and it’s not hard to see why. The only thing that hampered each of these adaptations was their attempts to shoe-horn the videogame narrative into their existing lore, rather than using the general story and themes of the game and threading it through in a more natural way. While Archie Comics and StC had good reasons for this, Sonic X had every opportunity right from the beginning of its run to properly prepare and lay the groundwork for its eventual videogame adaptations and, instead, it was happy to waste time focusing on Chris, his idiotic behaviour, and having Sonic be this bland, lethargic goody-too-shoes rather than a snarky, hyperactive adventurer.

Which of these three Sonic Adventure adaptations was your favourite? How did you find Archie’s writing at the time? Do you remember Sonic the Comic? What were your thoughts on Sonic X and Chris? Drop a line below and stick around for more articles in the future.

Game Corner: Resident Evil 3 (2020; Xbox One)

GameCorner
RE3makeLogo

Released: April 2020
Originally Released: September 1999
Developer: Capcom
Original Developer: Capcom
Also Available For: PC and PlayStation 4

The Background:
I’ve touched upon this before but, back in 1999, Capcom were on a bit of a roll with their survival/horror franchise, Resident Evil (Various, 1996 to present). Under pressure to develop multiple Resident Evil spin-offs and sequels, Capcom ending up dividing their production team into two: one would work on a title exclusive to SEGA’s Dreamcast while another would work on Resident Evil 3: Nemesis. Although Nemesis bore a sequential number, it was, for all intents and purposes, more of an extension of Resident Evil 2 (Capcom, 1998); it ran on the same engine, reused a lot of the same locations, and its story ran concurrently with Capcom’s fantastic sequel. The game was noticeably shorter than its predecessor but bolstered by a whole slew of new control mechanics, crafting options, and the presence of the hulking Nemesis, a massive bio-organic weapon (BOW) that would relentlessly chase protagonist Jill Valentine through the zombie-infested streets of Racoon City. Pretty much immediately after the release of the Resident Evil 2 (Capcom R&D Division 1, 2019) remake, fans cried out for the same treatment to be afforded to Nemesis. It turned out that they were pestering Capcom for a game that had been in development for about three years. Utilising the same RE Engine as its predecessor to realise its characters and gore in glorious high definition, Resident Evil 3 sought to present this fan favourite sequel with a whole new coat of paint.

The Plot:
In the midst of a zombie outbreak in the town of Raccoon City, former Special Tactics and Rescue Service (S.T.A.R.S.) member and survivor of a similar outbreak, Jill Valentine, finds herself relentlessly pursued by Umbrella’s newest BOW, the Nemesis, as she desperately tries to escape the chaos alongside Umbrella Biohazard Countermeasure Service (U.B.C.S.) mercenary Carlos Oliveira.

Gameplay:
Ostensibly, Resident Evil 3 plays pretty much exactly as its predecessor but with a few more bells and whistles. The first thing you’ll notice when choosing the play the game’s single-player story is that you only have one option available; unlike Resident Evil 2, which offered the chance to play the story from the perspective of either Leon S. Kennedy or Claire Redfield, Resident Evil 3 places you squarely into the shoes of Jill Valentine and the spotlight pretty much stays on her throughout the game’s story. Although you begin the game in a first-person perspective, this is only a fleeting addition and, instead, many of Resident Evil 2’s gameplay mechanics take precedence; you can place times into magical Item Boxes, save at Typewriters, and combine gunpowder and herbs together to craft more ammo and better healing items. Gunpowder is far more plentiful here than in its predecessor and, while a lot of the same (or similar) weapons return, there’s some new additions and upgrades here (the grenade launcher, for example, fires the traditional grenade, fire, and acid rounds once again and can thankfully fire more than one shot at a time).

RE3makeQTE
Quick-time events are peppered throughout the game.

While the game is far more action-orientated than its predecessor, there’s still a few of the classic Resident Evil puzzles here that’ll have you collecting jewels, picking locks, and adjusting control panels to power up or unlock new areas. Unlike the previous game, there’s a few cheeky quick-time events (QTEs) sprinkled in here for good measure (thankfully nothing to the extent of other Resident Evil titles) that will see you pressing A and holding R1 to start and drive a car at Nemesis or holding the control stick to push levers or escape Nemesis’s tentacles.

RE3makeDodge
You’ll need to master the quick step to avoid damage.

Jill controls exactly the same as Leon or Claire…for the most part. When attacked by zombies or other BOWs, you can perform a side-step by pressing R1. If performed correctly, Jill will roll out of harm’s way, time will slow down, and you’ll be afforded the chance to deliver a critical shot to the enemy’s weak spot. In order to master Resident Evil 3, especially on its higher difficulty settings, it’s basically mandatory that you get good at this dodging mechanic but I can’t say that it’s that easy. I struggled to pull off a perfect dodge at the best of times and found the mechanic to be more clunky than useful. When Jill is attacked, you’ll be prompted to mash the A button. You might be inclined to think that this is a welcome return of the shake-off mechanic from previous Resident Evil titles (and which was sorely missing from Resident Evil 2, where you were guaranteed to get hurt if you were grabbed) but you’d be wrong. Instead, mashing the A button simply lessens the damage the attack does to you rather than allowing you to shake the enemy off. If you think you can use a defensive item to escape the enemy’s clutches you’ll also be disappointed as, while all those items return in this game, you can no longer jam a grenade down a zombie’s throat, though you can blow up groups of zombies using explosive barrells or stun them by shooting electrical boxes.

RE3makeShooting
Resident Evil 3 is far more action-orientated.

This was a major loss for me as these items were incredibly helpful at escaping damage and dispatching enemies in one go but there’s a good reason these have been omitted: Resident Evil 3 is far more action-orientated than its predecessor. This was true of the original game as well but, whereas that title was hampered by the franchise’s signature “tank” controls, Resident Evil 3’s vastly improved control scheme and increased focus on ammo, crafting, and engaging enemies in combat makes it far easier to take the fight to your shambling enemies rather than having to decide been fight or flight. Speaking of which, one feature that was unique to Nemesis was the ability to pick between battling the Nemesis or running from the fight. If you chose to battle it, you’d be rewarded with some upgrades for your weapons and health capacity but you’d be in for a tough fight as Nemesis didn’t go down easily. Resident Evil 3 does away with these options, meaning that, when Nemesis appears, you either dodge past it and run for your life or attack it to stun it (possibly earning yourself an upgrade or two as you go).

RE3makePursuit
Nemesis can enter one save room…

Similar to Mr. X in Resident Evil 2, Nemesis pursues Jill with relentless abandon; it smashes other zombies out of the way, crosses distances in the blink of an eye, bludgeons Jill with powerful swings and slams, and grabs her with its annoying tentacles. Many reviewers and previews stressed that Nemesis would even follow you into save rooms but this isn’t actually true; it can enter one save room if you choose to run back that way but, as you’re more likely to engage with Nemesis or run away from it, it’s not likely you’ll see this in play so you can save without fear.

RE3makeCarlos
Carlos revisits some familiar locations…

At a couple of key moments during the game, you’ll switch to playing as Carlos, who plays a little differently to Jill. He has access to different weapons (like an assault rifle), delivers a massive punch to enemies when performing a perfect dodge (similar to Jake Muller), and explores different areas (most notably a truncated version of the police station from Resident Evil 2). Given that Nemesis was much (much) shorter than its predecessor, I was really hoping that Capcom would expand upon the story in the remake by having a separate scenario where players play as Carlos all the way through but, alas, they’ve stuck to the formula of the original game, meaning that you swap to Carlos for a brief period but will be sticking with Jill for the majority of the game. This is disappointing as, like many reviewers have noted, Resident Evil 3 is a much shorter experience than its predecessor. Considering that you have to finish Resident Evil 2 in under three hours to unlock the best weapons and perks, though, having a game that clocks in at around three to five hours (depending on how good you are) doesn’t seem that bad in retrospect. However, it can’t be denied that the game is noticeably shorter; it seems Capcom were banking on Resident Evil: Resistance, an asymmetrical-multiplayer game included with Resident Evil 3, extending the life-span of the game but, while Resistance is an interesting inclusion, dodgy connection issues and my personal lack of interest in online multiplayer make this a questionable choice.

Graphics and Sound:
When I reviewed Resident Evil 2, I said that “graphically, the game has no equal right now” and those same, high-quality graphics return here. Resident Evil 3 makes fantastic use of lighting, swamping areas in a moody, unsettlingly darkness that is only lit by Jill or Carlos’ little torch or flickering lights. Resident Evil 3 is far more open than its predecessor; now, you’ll explore the streets of Raccoon City as it descends into chaos around you, entering wrecked pharmacies, restoring power to a spider-infested power plant, and breaking into a toy shop, among other things. Each area is rendered in fantastic detail and Raccoon City has never looked better; areas from the previous game are back in their full glory as well and expanded upon in a natural way. You might be blocked off from exploring the entirety of Resident Evil 2’s locations but seeing where certain previously-blocked alleyways lead or noticing familiar locations is always a thrill.

RE3makeGore
Just watch those brains splatter everywhere!

The graphics extend to the game’s enemies as well; zombies have never been gorier than in these remakes. You can blast their limbs off and expose their tendons and skulls with well-placed shots and will marvel at how truly grotesque Umbrella’s BOWs can be thanks to the game’s realistic graphics engine, which makes characters (and viscera) look more real and stomach-churning than ever. Having said that though, there were a couple of times when the graphics went a little janky; generally, when picking off zombies from a distance in larger areas, I found the enemy models were jerky and of low quality (though this did remind me of the original PlayStation titles). Of all the Resident Evil titles, I’ve played Nemesis the least so I’m not massively familiar with its soundtrack but, like in Resident Evil 2, the game opts for ominous, subdued melodies as you explore your surroundings and ramps up the tension whenever enemies (especially Nemesis) are onscreen. Seriously, when that bastard is hot on your heels with a rocket launcher, a lot of the adrenaline you’ll feel is thanks to his foreboding theme.

Enemies and Bosses:
If you’ve played a Resident Evil title before, you’ll be familiar with a lot of the enemies here; some of the zombies are exactly the same as those encountered in the Resident Evil 2 remake and the annoying zombie dogs are also pretty much identical (though, thankfully, far less prevalent here). There’s some now variants, given the game’s new settings but, for the most part, you’ll be battling or dodging the same neck-munching monstrosities as before; as in the last remake, zombies can take loads of damage before they’ll go down for good. Many times, you’ll think a zombie is finally dead only to find it clambering up your leg moments later.

RE3makeBOWs
Some disgusting new enemies lurk around the corner…

There are some new enemies here, though; the Tremors (Underwood, 1990) inspired worm enemy from the original game is gone, replaced with the bipedal Hunter γ, a grotesque, slimy frog-like thing that will eat Jill whole if she gets too close. Notorious by their absence in Resident Evil 2, spider-like enemies crop up at that Raccoon City power plant where they slash at Jill with their spiked legs or infect her with a parasite that will, eventually, burst out of her in gory fashion. You’ll also encounter Pale Heads, naked zombies with regenerative capabilities that are best put down with acid rounds, the returning Lickers and Hunters (which dodge your fire, can rip out your throat in one swipe, and must have their protective shell blasted open before they can be put down), and Nemesis-infected zombies. These are regular zombies with big, stupid-looking globs on their heads; these globs slash at the player with tentacles and can only be destroyed when they open up and expose their glowing eye.

RE3makeNemesisFinal
Nemesis eventually becomes a massive, acid-spitting monstrosity.

Throughout the game, you’ll also encounter the Nemesis; like Mr. X, Nemesis is a massive bullet sponge and capable of dealing tremendous damage, meaning it’s usually better to run from these battles (running is generally mandatory as well). Nemesis can be put down, however; if you manage to dodge its attacks and blast its power core, it will eventually drop to one knee stunned, which will give you a chance to run for it. As you battle Nemesis, it will mutate into bigger, more animalistic and uncontrollable forms; these must be fought in a series of boss battles that range from blasting a fuel tank on the monster’s back, to shooting it down from a clock tower, to powering up a gigantic rail gun to finally put Nemesis down for good. As much as I like Nemesis, part of me was always disappointed that it eventually degenerates into yet another massive glob of tentacles, glowing weak points, and sharp spikes but there’s no denying that Nemesis and its various forms greatly benefit from the fresh coat of paint this remake offers (even if its individual encounters are notably reduced).

Power-Ups and Bonuses:
As you play and explore your surroundings, you’ll pick up new weapons. Jill begins with a standard handgun but soon acquires a shotgun, a grenade launcher, and a magnum; Carlos, however, starts with a handgun and an assault rifle and doesn’t get to pick up any other additional weapons. Unlike in the original, where Nemesis dropped an upgrade almost every time you put it down, here you’ll only get a couple of upgrades from defeating the creature. Other weapon upgrades can be found in safes or in other areas, allowing you to add sights, grips, and other benefits to your weapons. As you play, you’ll earn points; the better you perform, and the more of the game’s challenges you complete, the more points you’ll earn. Many of these challenges are tied to the game’s Achievements and are story based but many others are purely to unlock new concept art and models; you’ll be awarded points for killing a certain amount of enemies with certain weapons (and overall), finishing the game on higher difficulty settings, and more.

RE3makeShop
Spend your points in the Shop to get extra content.

Once you clear the game, you’ll unlock the Shop, where you can spend these points on new weapons (including a heated knife and infinite rocket launcher), a new costume for Jill, and other bonus perks like coins that regenerate your health over time or increase your strength and defence. Clearing the game on higher difficulties will also unlock other, even harder difficulty settings (Nightmare and Inferno), which will make the game more challenging and lead to more points being earned.

Additional Features:
As many of the game’s unlockables are tied to the Shop, there is far less on offer here than in other Resident Evil titles. There’s no New Game+, no alternative story mode, and no additional costumes beyond the one in the Shop and the pre-order bonuses. Many of the perks and items from the Shop will make your next playthrough easier but there’s a distinct lack of replay value here as there’s not much incentive to play again as all you’ll get are Achievements. Nemesis never included side stories like Resident Evil 2 but it did include the “Mercenaries” mode; both of these are absent here as Capcom instead put all the replay incentive into Resistance. In this mode, you’ll play online with four other plays either as a Survivor or a Mastermind. The Survivors must…survive…in typical Resident Evil fashion (collecting items and ammo, solving puzzles, and battling enemies) while the Mastermind tries to obstruct and kill the Survivors from behind a security camera.

RE3makeMastermind
Hinder other players as the Mastermind.

I played a couple of games in each mode and found the game an interesting novelty but it’s not really my thing. For one thing, I had a lot of network and connectivity issues; two games just ended entirely and, more often than not, I kept getting warped, stuck, or glitched into the environment. I had a similar experience with the game’s obvious inspiration, Friday the 13th: The Game (IllFonic/Black Tower Studios, 2017) but, overall, I found that title to be far more stable and enjoyable. A lot of my experience with Resistance may have been tainted by my poor connection while playing and my general dislike of online games so I’m sure people who enjoy such games will find plenty to like about this additional title.

RE3makeConclusion

The Summary:
Resident Evil 3 is a fantastic companion piece to Resident Evil 2; its predecessor was always more of an extension of Resident Evil 2, kind of like an extended piece of downloadable content (DLC), and this remake doesn’t really do much to change that. When the Resident Evil 2 remake came out, I was hoping that Capcom would merge Nemesis with the game so that, after clearing it, you’d unlock Jill and Carlos’s story and play through their side of the events as I really didn’t think Nemesis had enough content to justify a full-blown remake without massively expanding upon its narrative and gameplay. Unfortunately, this didn’t happen and it really should and could have given that Resident Evil 3 was developed pretty much alongside and immediately after Resident Evil 2 and I would have been happy to wait another year to play a combined Resident Evil 2 and 3 remake. Instead, Resident Evil 3 offers an all-too-brief, action-heavy gameplay experience that, while enjoyable to play and absolutely stunning to look at, just can’t hold up to the depth and variety of Resident Evil 2. Regrettably, it looks as though Capcom won’t be offering anywhere near the level of DLC for this game that they did for Resident Evil 2, meaning that it’s probably best if you wait for this to go on sale before picking it up.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you pick up the Resident Evil 3 remake? What did you think of it? Do you agree that it was a bit lacking compared to Resident Evil 2? What are your thoughts on the original game? Which of the classic Resident Evils is your favourite? Leave a comment below and be sure to check out my ongoing review of the WildStorm Resident Evil comics for the remainder of this month.