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  • Digimon Digital Visualization -- Relation

    1 week ago


    Hey All,

    Fourth of July weekend has come and gone and you know what that means; Anime Expo!! This past week I took some time off and spent a week out in Los Angeles enjoying all the anime, cosplay, and food I could find. After a much needed break though I'm excited to get back into the swing of things. 

    This past stretch however I did manage to get some work done before my break. I have the ER diagram all completed. I feel as though I'm at a point where I can move on now to working on the software itself. I'm hesitant because I feel as though I want to clearly define and write out as much as I can about the database as well as spend time to look at how the backend should be built as well. Most of my experience comes from using node.js framework for building out an applications back end, however, I really want to use python for this project as it's the language I've been practicing the most lately. For my next post, I want to have a detailed document describing what technologies I'll be using as well as some of the basic information written out for the database. 

    The first question I want to answer is how can I model a digimon team 

    I'm also still looking in to a better way to write out these posts. It's been a little interesting not being able to share images easily on them so i'd like to find a better way to share information. Looking to get the next update done by Friday. 

  • Digimon Digital Visualization -- Context

    3 weeks ago


    Hello World,

        This past week I've been focusing on defining the context of the project. I wanted to answer the questions of "what is the scope of the project going to be, what is it going to answer, and how will the final product look?" I wanted to keep a clear vision of the final product in mind as I continue forward, especially with the information i have gathered thus far and the capability this application could show. 

        For starters, lets talk about scope of this project. In it's conception I viewed this solely as a database to store information about Digimon from the game Digimon Cyber Sleuths Hackers Memory. Then I wanted to use that information to build out an application that can compare and contrast different match ups between Digimon teams. However, to only build this application to solve that one goal would be poor design, especially considering that the information gathered for the player character (pc), Digimon, and equipment have the potential to carry over other similar games as well, such as Pokemon. To come at this with an object-oriented approach would be more beneficial in the long run and could help set the ground work for similar projects in the future. So then comes the dilemma, considering my original goal with the desire to set the ground work, what is my scope for this project? In truth, I feel as though the scope remains much of the same. I want to gather data, and visually show match ups between different Digimon. This can still be broad when considering there are over 300 Digimon within the game all of whom have their own statistics, abilities, and types. So by the end of this initial stage of this project I want to show case six different teams with a 2-2-2 breakdown; two teams on the low tier, mid tier, and high tier and how they match up with one another. Then I want to find an engaging way to visualize those findings.

    With the final product in mind, the next issue that comes up is how to define the traits of the game. This means how everything is defined; Digimon, equipment, player, abilities, and evolution's. Below is a quick illustration of how i feel a good breakdown of how these relationships should be formed. 

    Digimon -- Combat System -- Relationship Tree

    For next week the relationships between each of branches of the combat system will be defined further. Specifically I will be delving into further detail of what makes up the stats, and abilities and which of these nodes will branch off into more nodes and databases. Showcasing this will be an E-R diagram that will accompany the write up with a better way of illustrating it than a shareable link. 

    Till next time!

  • Digimon Digital Visualization -- Intro

    1 month ago


    Hello World,

    In January, 2019 the follow up to Digimon: Cyber Sleuth was released world wide. Within the game, you play as a hacker tracking down an identify thief who recently stole your account information from the cyber world known as EDEN. Through your adventure, you utilize digital monsters known as Digimon to help in your escapades and grow as a hacker. 

    The combat system runs off a turn-based battle system that uses three tiered rock-paper-scissor mechanic to determine advantages. First, there are the type affinities that determine which branch each digimon falls under: Data, Virus, Vaccine. Next, the other two tiers determine elemental affinity. In the first branch there's water-fire-plant and the other there's electric-wind-earth. There is also the unique case of having no affinity between either type or elemental affinity. All of this is enhanced by the 341 digimon present within the game with their own stats and personality types. With this I've set out to create a database application that takes into account each digimon type, affinity, stats, as well as their possible evolutions. 

    The final product will be able to visualize different combinations digimon with their information illustrated. Later on, I'll look to visualize specific aspects found as well. I'll try to update here once a week with how progress is coming along. Below I've outlined the main goals I'll be trying to hit:

    - Part 1 -- Information gathering -- Collect all pertinent information with clear rules how systems interact with one another. This means an understanding of what stats mean, personality types affect, as well as the affinity triangles. 

    - Part 2 -- Requirements Statements & Application Description -- Title, Domain, application description, as well as entity tables

    - Part 3 -- SQL Tables -- Build out the SQL tables with information needed as well as Scripts to load specific information

    - Part 4 -- Application Implementation -- Implement the application in a way that it covers three main areas

        1) stat descriptions

        2) team composition builder

        3) team comparisons

    - Part 5 -- Final Write Up & Testing -- Looking to finish up at this point with the final tests implemented to make sure everything is done.

    Looking to clean it up as we go and will update with a repository link as well to see how it's coming along!

    Can't wait to see where this project takes us and look forward to showing off what i can create!


  • Weekly update #15

    1 month ago

    TheRedJoka7 TheRedJoka

    so I didn't do one last week because nothing really happened but this week was completely different. Monday my card and ID was stolen so I'm currently working on getting all that replaced. Work wasn't too bad, it was busy but easy. And best of all Tuesday was Nintendo's E3 direct and omg Zelda BOTW 2 and....BANJO IS IN SAMSH! Me and my dad played the hell out of that Banjo-Kazooie when I was a kid and it was the first 3D game we ever played together I wish he was here to see my reaction to him getting into Smash Bros

  • Weekly update #14

    1 month ago

    TheRedJoka7 TheRedJoka

    Well extra day off due to Memorial Day weekend so I made the most of that! Work was fine kind of a slow week and I started playing Hyrule warriors on the switch and I love that came but there is a lot of unforgiving shit it it. Also E3 is soon so I'm hoping for a Shantae Smash DLC 

    Also shout out to community manager Kriss! She is awesome

  • Vicious Circle: Rooster Teeth's Uncooperative Shooter Dropping 2019

    1 month ago

    Cricket RT Games Community Mngr

    Hey Noodles! I'm super excited to share with you ACTUAL REAL LIFE DETAILS ABOUT VICIOUS CIRCLE, you know- that super secret game Rooster Teeth has been working on?

    Or perhaps it's SUCH a good secret you DON'T actually know anything about it yet >.>

    Well let me remedy that. I'm very proud to finally be able to share some information about Vicious Circle with you and the rest of the English speaking world.

    Vicious Circle is, what we like to call it, an uncooperative multiplayer shooter. It's a five man free-for-all featuring one player randomly spawning in as an alien abomination and four mercenaries fighting for loot and the sole chance to escape.

    Gameplay is fast-paced and guaranteed to keep you on your toes until the last seconds of the match- and you'll want to take advantage of every corner, pickup, or hiding spot to turn the tides of the game in your favor.

    If you haven't had a chance, please follow the Rooster Teeth Games Twitter for the first place information drops!

    Check out our latest update here:

    Can't wait to get uncooperative with you all later this year and at RTX <3

  • Weekly update #12

    2 months ago

    TheRedJoka7 TheRedJoka

    so yeah a casual work week as usual nothing too bad but nothing exciting as far as work goes. I did go see detective Pikachu today and I loved it and felt like a kid again. So yeah nothing too special happened kinda of a boring week aside from the movie. Got some personal projects going next week so I gotta prepare for that

  • My Let's Play Channel

    2 months ago


    I don't know if this is not allowed or anything, but I was listening to the RT Podcast, episode 522 (22 episodes left until I'm all caught up, by the way), where Burnie talked about how the first Ask A Ninja videos were posted to the community site, and Gavin mentioned that the first Slow Mo Guys video was posted here as well. So I decided why not post mine here?

    I have a Let's Play series, called "MisterRed Plays." It can be found on YouTube at, I currenlty am playing two games, one of them is Pokémon Emerald Version, but I can only use Wurmple. I call it the Wurmple Challenge, and it's damn difficult. The other is Shovel Knight, and I'm trying to get every "feat"/achievement in the game. This was NOT, in fact, inspired by Achievement Hunter, but is derivative of it. The first episode of that series is here: Episodes come out every other day (one day is Wurmple Challenge, the other day is Shovel Knight), and today's episode is here: Let me know what you guys think, and post below if any of you have a YouTube/other series!

  • Weekly update #11

    2 months ago

    TheRedJoka7 TheRedJoka

    So actually a pretty good week. It was my godsons first birthday party which was fun, I preordered RWBY vol 6 bluray, and I finally got my bookcases in my bedroom and now I have sooooooo much more room in here. Work on the other had was hell thursday we had over 2500 orders that need to be filled that day! But we got it done! Also started playing batman Arkham Knight again and goddamn I love this game

  • steam

    2 months ago

    ethans_will_to_live long time fan

    add me on steam: Rob Fords Crack

  • Weekly update #9

    2 months ago

    TheRedJoka7 TheRedJoka

    yeah again nothing exciting. Just work and other nonsense. I did just buy Jurassic World Fallen Kigndom completing my bluray collection of the Jureasic Park/World series and finally got more Joycons for my switch. Oh! And Joker was added to Smash Bros Ultimate so I've been pretty happy about that and I currently have 1 spirit left to collect. Wish me luck!

  • Weekly update #4

    4 months ago

    TheRedJoka7 TheRedJoka

    Ok so nothing exciting happened throughout the week....HOWEVER! Friday i had the worst work day that i have ever had at this job and Today i went to see my cousins 9 year old play baseball (they got demolished) but his soon to be ex wife was also there and apparently they got into a argument and just wanted to cause problems for him. I'm not gonna go into details but it was the ended the week....on a much happier note I GOT ALL THE ACHIEVEMENTS  on Lego Batman 3 and i received my package from the RT store from the daylight savings discount. A RWBY shirt and manga    

  • Weekly update #3

    4 months ago

    TheRedJoka7 TheRedJoka

    yeah again not much to say. I mean all i do is work and sleep so i guess no news is good news. Business has picked up a bit but its still not too busy and it wont be until summer. Went to my cousins first baseball game (hes 9) and well that didn't go well for them. I'm still trying to understand the new RT community site but it is still in beta so i guess when its finished ill know more

  • Weekly Update #2

    4 months ago

    TheRedJoka7 TheRedJoka

    so not much to talk about aside from work. My birthday was last Saturday and i went out with my Mom and My sister to eat, I aslo went to see fighting with my family (which i really enjoyed) and I finally replaced my Xbox One with the XB1 X  I started my gaming to do list with Horizon zero dawn and honestly im not to into but im still early on so we will see where it takes me. Also i love my sister to death and i was soooooooo happy to see her on my birthday

  • The Stickman Reviews: Resident Evil 2 Remake.

    5 months ago



    HEY, it's ME. HEEYYYY. ScrewAttack may be dead forever, but unlike poorly managed web content companies, video game opinion blogs can never truly be killed, so the 'reviews only two people read, if even that' wagon rolls ON, BABY. Me and Resident Evil have quite a long-running blog relationship, my Resident Evil 5 review was actually the first blog I ever wrote on ScrewAttack allllll the way back in 2009, yes..that's 10 years ago. I know, I know...we're all slowly dying and our best days of health are behind us...but all the same, I've since reviewed a host of games in the franchise, including all the numbered titles that followed (And a few spin-offs). I'm a big fan of the franchise, and it's always fun to write about upon getting my hands on the brand spanking, shiny new remake of the most iconic installment of the series, RE2? A review was inevitable. And here we are, reviewing it. Yes.

    Just a heads up, whilst I will avoid going super big into spoilers...this is for all intents and purposes the same narrative and basic content that was featured in the original 1998 game, so...I'll be writing under the assumption that by this point you already know the gist of what's featured within. Alright? Cool, HERE WE GOOOOOO.

    The Good.

    Fantastic presentation, atmosphere.


    As I'm pretty sure I said when reviewing Resident Evil 7, if there's one thing you expect from the main installments of this franchise, it's for them to consistently push the bar when it comes to visuals and presentation. The 7th installment was the first to use the in-house RE Engine, and it's fair to say things looked pretty spectacular, verging on the photo-realistic at times, all whilst maintaining a silky smooth frame rate and excellent sound design. RE2make uses the same engine, so naturally things are going to look good. That said? At this point in time, it's hard to imagine a better looking and sounding Resident Evil game than this. Right from the very first shot, where some random bozo takes a bite out of the most startlingly well rendered and gooey truckstop burger you will ever see? It's a visual tour de force, and it's especially fun to see the world of Raccoon City and all the original RE2's iconic landmarks and locations brought to life with the same stunning amount of polish. The R.P.D. station is brought to life in sterling fashion, feeling both immediately familiar and entirely new to warily walk around. Every corridor and room is bursting with details both big and small, all combining with excellent lighting to create the unnerving atmosphere required for a survival horror title. 

    It's the little details of the game especially that add a lot, everything from the way the rain blows through the broken windows in parts of the station, to how Leon and Claire leave bloody footprints on the ground after undertaking some more gruesome encounters. And speaking of blood, MAAAAN the gore effects in this game? Sooooo good. There's some truly grisly sights to be seen all throughout the campaign, and the way in which zombies dynamically fall apart in chunks depending on where you shoot and how many times? Daaaamn. Leon and Claire too aren't strangers to picking up visual damage, if a zombie takes a bite out of you, it'll linger on the neck or ankle for quite some time. If they tumble their way through a dirty, muddy or...sewer'y situation? You better believe their clothes will have lingering dirt marks and stains. Beyond the gory details, the character animations are top notch, everyone from Leon himself, to the burger munching trucker we started on are lovingly rendered. It's just...a fantastic looking game. And a fantastic sounding one too, RE2make featuring the same caliber of fantastic and nerve-inducing sound design that RE7 previously offered, albeit one with a lot more stomp to it (We'll get to that stompy boy later). Like I say, it's hard to imagine a better looking Resident Evil installment than this, at this point in time. I'm sure it'll come some day, but damn if this doesn't look and sound oh so perfect to me.

    Best take on the 'over the shoulder' RE game.


    When Capcom remade the original 1996 Resident Evil for the Gamecube, there was a big focus on maintaining the feel of that classic original. Sure, there were quality of life improvements, vastly improved visuals/atmosphere and a few welcome new gameplay additions, but it maintained the same design...fixed camera, tank controls and highly detailed pre-rendered backgrounds. It was great stuff, and a fun reminder of a style of game that's since been left behind (Generally for good reason). Whenever people requested a remake of the second RE game, they generally wanted the same process. When it was announced? Everyone just assumed it would be. And then it wasn't. Upon its long overdue and roof raising E3 2018 reveal, we found out RE2make was being made as a completely different style of game, adopting the 'over the shoulder' gameplay that was popularised in Resident Evil 4, and then expanded upon in later installments (Revelations and RE6 specifically). Whilst some people are probably still pining for the unique feel of the fixed camera experience, I for one am glad they went in this direction...and frankly? It's probably the best take on this particular style of Resident Evil gameplay. 

    Striking a balance between the limited but effective style of RE4 and the more mobile but maybe too acrobatic ways of RE6, Resident Evil 2make keeps movement simple, no crazy backwards dives or sprinting, but it also allows for moving whilst aiming and shooting. What's great about the design of the shooting in RE2make is that, whilst you can happily fire away whilst moving around, it also weakens the accuracy of your shot. The classic RE style of not moving whilst shooting is rewarded with more precise shots, but obviously it comes with the drawback of letting enemies advance on you. Rather than feeling a little stiff, as RE4/RE5 does these days, or being too generous and fast-paced, like RE6 was? Here we have the perfect blend of both worlds, and it feels oh so so good. The whole game plays exceptionally well, barring a few frustrating aspects (We'll cover those later on), everything feels as good as it should, from firing guns to opening doors, and yes, oh yes, the inventory too. It's not a good Resident Evil game if the inventory isn't snappy and oddly fun to navigate through. Much as RE2make feels like the perfect Resident Evil game in terms of atmosphere and presentation, it also feels like the best controlling installment of the bunch, too. Taking the years and years of differing styles and variations of styles and combining them together to make something that plays as good as it looks.

    Great balance of modern and old-school Resident Evil.


    This may, at face value, come across as a similar talking point to the previous bit, but I guess there's more to it than simply the way it controls. As the Resident Evil franchise has moved along in the years, it's gone through a lot of phases. The original batch of games (1, 2, 3 and Code Veronica) all revolved around singular locations that started out as a gradually opening series of doors and areas, before then stretching out from that initial region in to entirely new ones, all the time connected together as one seamless journey. From Resident Evil 4 to 6? That was gradually stripped back to more linear, closed level based adventures, ones that could, over the course of the campaign, take you all over large expanses of a specific region of the world, or even the globe itself in the 6th game's case. Whilst these were fun, they were significantly different in style, and a lot of people missed the old ways. Resident Evil 7 brought things back to old-school Resi, a central location of locked doors and initially unsolvable puzzles that eventually unraveled itself, before taking you off down the road into new and more sinisterly corporate hidden areas. It also brought back the focus on horror, that had gradually been sapped away in favour of big scale action, starting at 4 and ending at 6, what with its motorbike chases and such. RE2make is a new take on what was, at the time, a (relatively) more action-orientated sequel compared to the 1996 original, and as such, is in the unique position where it can finally and successfully merge both old and new styles of Resident Evil...and it mostly does, thankfully! 

    First and foremost, the basic game plays out exactly the same as the original. You enter the police station, and spend most of your time exploring and slowly unlocking its many secret and dangerous corners. The weird keys, magic inventory box, obtuse puzzles, random items you only find out the significance of later, if at all (It's easy to miss some of the optional secrets), the sprawling and sometimes overwhelming map? The remake has all of these, brought over more or less intact. In that respect it feels decidedly oldschool, in the best possible way. At the same time, it features the over the shoulder gameplay of more recent titles, and along with that an occasional desire to burst out in bombastic set piece sequences that break up the rest of the experience quite nicely. RE2make also brings over some of the aspects that were new to RE7, the sparing use of auto-saves before significant moments, enough to stop you getting mad at a scripted event fatally erasing large chunks of unsaved progress, but not enough for you to rely on instead of the typewriters, which remain as always, a sight for sore (And often blood soaked) eyes. The chemicals/gunpowder you could find and combine to make additional ammo supplies return as well, in an expanded capacity, giving you the option to combine specific combinations of size and type to make most any ammo of your choosing, providing you can find the right ones. RE2make, then, feels like the accumulation of two and a bit decades of differing franchise entries merged together, cherry-picking all the more desirable aspects of each respective style, and stripping away the more dated or unwanted features. It's not a perfect balance, it'd be practically impossible to manage that, but it feels like a great merging of ideas all the same. There's something here to please every Resident Evil fan...unless their favourite game was Umbrella Corps. Sorry lads.

    Maintains the feel and content of Resident Evil 2, yet also feels new.


    Again, this might come across as the same bulletpoint from the last couple, but it isn't, I promise. As we said before, this game has a different gameplay style to that of the original Resident Evil 2, it's quite a dramatic departure in fact. Capcom have stated themselves that they view this as less of a remake and more of an entirely new game, just with the same premise (Wait I thought that was RE3, HO HO HO HO). So does that mean it feels completely removed from the original PS1 classic?, actually it's pretty damn similar once you get passed the change in perspective. Whilst certain enemies and moments have been trimmed out and/or heavily modified, you will pretty much experience the same sequence of events and the same locations as you did in the original. You make a runner for the station after being separated from whichever character you chose not to play as, explore the station a whole bunch, take a stroll through the sewers, enter the Umbrella lab and then, naturally, you need to get the fuck outta there too. As with the original, Leon and Claire have slight variations to their respective campaigns, mainly in who they meet between the station and the sewers. Leon meets Ada, Claire meets Sherry, their additions to the story, and differing available weapons are the sole variation between the two offered character choices. Upon beating the campaign as one character, you'll once again get to play a slightly altered '2nd Run' (previously known as the B scenario) mode where you'll occasionally see the campaign from a different perspective, and encounter some occasionally steeper challenges. Outside of the main game, the Fourth/Tofu Survivor modes return, the former now being easier to unlock than in the original, and the game itself offers replay value in achieving the best overall completion time for all of these, and a final performance grade for each main campaign. It's Resident Evil 2, exactly as you remember it in that are the inclusion of most enemies, and all the previously mentioned old-school gameplay mechanics.

    Yet, at the same time RE2make manages to feel quite new. It's mainly down to the improved visuals/atmosphere, and the obvious differing control schemes, but there's more too it as well. Tonally the game feels very different, characters, both main and side, whilst far from 'The Last of Us' in terms of complexity, have a lot more depth and emotion to their various journeys. Side characters you may have only seen in passing, with one or two wacky soundbites in the original PS1 version, now garner more robust and expressive screentime, be it still just in one sequence, or even across several hours of play. Leon and Claire both have arcs of sorts now, and their respective campaign partners get a little more to do than just turn up in a few cutscenes, Ada and Sherry actually being briefly playable this time around (Expect more on that later on). Beyond characters, the tone, for better or worse, is more serious, albeit one that allows for the occasional moment of the cheesy Resident Evil humour you crave. The enhanced visuals, gore and lighting make for a grittier and gloomier Raccoon City in addition, and as we'll soon discuss, the horror is a lot more up close and personal...and genuine this time around. I'd also argue the remake is quite a bit harder than the original. Whilst RE2 on the PS1 was easy to coast through, ammo and enemy wise (provided you knew what you were doing), until you got to the lab section? The remake feels almost the opposite, hardest in its first act before easing off just a little in the final one...2nd run especially offers a sharp initial challenge (More on that later) and the fourth/tofu survivor modes are almost guaranteed to get your hands shaking in their high octane brutality. So yeah...this remake maintains most of what you loved about Resident Evil 2, but it also does enough to feel new and well worth experiencing for RE2 veterans at the same time.

    At times genuinely tense, scary.


    When it comes to survival horror, it's all well and good looking nice and playing well...but if you ain't scary, what's the point? Although it may have been so at the time of release, it's fair to say the original RE2 is anything but scary these days around, minus a few jump scares here and there. The cheesy voice acting and charming but dated music/sound effects make it hard to take seriously as a HORROR title, even if it's still a lot of fun. The remake, for better or worse is a far more serious beast in terms of tone and style, and as such ramps up the tension and scares to levels far more possible all these years of technological advancement on. And whilst RE2 is far from the scariest game I've ever played, and fails to match the creepy factor of RE7 in its prime moments, it still manages to offer a frequently tense and atmospheric horror experience that occasionally escalates into moments of genuine scares. The main source of tension and fear is, of course, a certain hat wearing stompy customer, but we'll give him his own moment to shine in just a moment, because there's still plenty else to discuss. First and foremost, the zombies in RE2make are some of the most brutal I've ever seen from Resident Evil as a franchise, and that's the case in several departments. They sound truly awful, the cartoonish zombie moans and groans from the PS1 days are long gone, replaced by some truly hair-raising shrieks and howls that mix a sense of pain and rage in a way that feels more fitting for 28 Days Later then it does this once campy horror series. They also look truly ghastly, their faces, as with the living characters of the game, truly expressive and fluid in a way I'm certainly not accustomed to in my shotgun fodder. They don't fuck around either, sure, they still shamble and meander like a zombie should, but when they've got their sights on you? They do so with violent purpose, often lunging forwards, arms stretched out, jaws agape, shrieks filling the dark and narrow corridors as you attempt to stagger back and fire a precious round of ammo into their hideous faces.

    And that's just the zombies, this is Resident Evil we're talking about, there's a few more mutated freaks to deal with along your travels. Most notably (Barring Mr X) of which are the these guys. Lickers have always been brutal, that's kinda their thing, but they've never been as brutal and scary as they are in RE2make. For starters they're rendered with the same startling amount of detail as everything else...if you had the chance to take a look at one (And prey that you don't find yourself in that position) you can see every twisted muscle and protruding bone on their mutated figure, and we can't forget that big squishy brain and deadly tongue, either. This time around, Lickers are enemies you'd rather avoid then battle, a single hit from one of these guys will take a huge chunk of health away, and their agile, ceiling crawling nature makes them hard to hit anyway. To help you avoid a fight, they now specifically respond to sound rather than just go for you, so it pays to be slow around these guys...and I mean VERY slow, and don't even think about switching out weapons, they will respond to that sound too. There's few more spontaneous moments of tension in this game then when you make your way down a corridor and hear the pitter-pattering of their big meaty feets on the walls you keep still and hope you get a window to creep past? Or do you attempt to make a run for it in the small chance you can get passed unscathed? SPOOOOKY STUFF. Other enemies do appear, and offer varying levels of fear, but the general intensity of each and every encounter, paired with the scarce ammo supplies and creepy and detailed atmosphere of the world you're exploring? It may not be horror at its peak scary,'s still pretty damn effective, and one of the more genuinely scary Resident Evil titles...and of course...we can't forget about that other certain someone...

    Expanded Mr X is a great addition.


    If there's one aspect of RE2make that's really captured the hearts of both players and spectators alike, it's Mr X. This stompy (literal) Tyrant had a role in the original RE2, but it was far smaller and relegated to just one of the two possible playthroughs. That's not the case this time around, he's in it, and he's in it for keeps. Following on from the successfully unsettling stalker mechanics of Resident Evil 7, which had set moments across the campaign where one of two Baker family members would pursue you through their respective locations with intent to kill. They were crazy, they were violent...but they were stoppable at the same time, sink a somewhat dangerous amount of ammo into them and they'd stop chasing you for that sequence, leaving you free to explore again. They also only did so in only a few moments of the game, all towards the start. Mr X, then is a fully featured expansion of that idea, more akin to Nemesis from RE3, albeit far more unrelenting and frequent. Although he's not around for the entirety of the game, he certainly crops up a lot, his starring role being in that iconic R.P.D. Station. Partway through both runs of the campaign, Mr X will make his presence known to the player, and decides to hang around for quite some time. Once he's in play at the station? He's going to be constantly roaming the halls and rooms searching for you, his telltale boot stomps the only early warning signal you get, when his music starts playing? He's spotted you, and won't stop chasing until he either gets you, or you manage to give him the runaround, which is harder than you would think. 

    Yes, it's as constantly unnerving as it sounds, and adds an entirely new dimension to exploring the station, which in the original game had become a rather more leisurely puzzle and exploration experience by this stage (At least in your first run). You can't kill him, unloading way too many precious bullets into him will only momentarily stagger him, allowing you a brief headstart before the hunt begins anew, so frankly, it's not worth the ammo doing so. You just need to keep on your toes, know where you're going...know how to get there if you suddenly need to find another route...and when he's coming? You gotta get the fuck out of there, or you're toast. His attacks, whilst sometimes easy to dodge, will do a lot of damage, and if he gets that close, it's even harder to shake the fella off. Throw in the zombies littered around and constantly clambering into the station, and the frequent inclusion of Lickers? That makes for some fucking terrifying gameplay. As we just discussed, slow and steady wins the race with Lickers, but you can't be slow and steady with Mr X stomping up behind in those situations you either get lucky (or not, generally) running passed them, or find another way around, buster brown. Getting caught in the clutches of an enemy is all the more punishing when it means you lose precious space between you and the big fella, and even once you've escaped the station and his constant presense, it's not even the last you've seen of him. Mr X ramps everything in RE2make up to 11 when he's around, it changes the way the game plays in a way that's extremely upsetting, but in the best possible way. This is horror after all, if you're getting to relax, it's not doing it's just right.

    The Bad.

    Enemies are far too bullet spongey.


    When it comes to survival horror games, specifically ones featuring zombies as the main enemy? Headshots are key. Pop a couple well aimed rounds into their face? They're normally down for the count, with the challenge being landing those precious headshots when under the duress of an often ferocious attack. Not only will this take enemies down faster, but crucially it saves precious ammo. In the original RE2, you couldn't such? You point Leon in the right direction and he fires away at the zombie in question, whether or not he gets a headshot is based on in-game percentage chance and not your own ability. RE2make, with its over the shoulder perspective lets you aim your own shots...rewarding you for well aimed...oh wait, no it doesn't, it takes fucking ages and all your bullets to take down any zombie in the game, generally, no matter how good your aim is with the headshotting. I get it, it makes encounters more intense, and it better creates the feeling that maybe some battles are best left not fought at all...but....BUT....seriously?! It shouldn't take 7-8 direct shots to the head of a zombie to take them absolutely should not. It's not an exact number for every zombie, but it can take upwards of 9 perfectly aimed bullets to kill a zombie for good, and that's when you aim perfectly and they don't randomly sway their head around at the last minute, as often they do. Sure, you might knock them down with 2 or 3, but they aren't dead...make that assumption and they'll just grab your leg and bite away at your health as punishment. 

    This is survival horror, ammo is scarce, and enemies are plentiful. Whilst it doesn't take 7-8 or even 9 shots to take down every zombie, it's more often than not the case that you'll need to unload at least 5 in to take one down, with a very very small chance of a critical hit that blows their head wide open and saves you the bother of checking for a pulse when they fall down. Every other enemy in the game, more or less takes a set amount of hits, dogs, plant folks, bosses, even Lickers (Spoilers: It's a lot)...but the zombies live by their own frustrating, spongey playbook. It's not even more realistic, one bullet directly to the head will easily kill basically anyone, a decaying corpse is at best no different and at worst even easier to take down. And yes, we're generally talking pistol ammo here, but it's very much a recurring problem with most weapons. A shotgun can often give you a much, MUCH higher chance of a critical hit, but those can take three rounds sometimes. THREE ROUNDS. FROM A BLOODY SHOTGUN. This is more or less manageable, bar occasional frustrations in the main campaign, but it really becomes a problem in the chaotic first act of 2nd Run mode. Just halving the amount of potential bullets required would still make for the same fight or flight strategy play, but as it stands...7-9 headshots is fucking ridiculous.

    Bosses unbalance the ammo/health scarcity.


    This in some ways plays in with the previous one, combining to create something of a problem at times. In the original RE2, it was generally easy to rely on just your handgun for basically all non-boss encounters. Until you reach the lab, handgun ammo is easy to come by if you check every nook and cranny, and barring the occasional shotgun round into a Licker, leaves the more juicy, scarce ammo and weaponry to be saved for the more intimidating boss encounters. RE2make, as we've discussed, for better or worse, does not play by the same rulebook. General enemy encounters are a lot more intense and, yes, spongey. You use more ammo, sometimes even needing to rely on your literal big guns just to get out of a sticky situation in one piece. There's also, in general less ammo to be found around the station, the abundance of handgun bullets in the original replaced by the gunpowder mechanic, which only really gets generous in its portions later into the campaign. 

    With a generally more intimidating regular rogues gallery, and a bigger emphasis on saving your ammo, and yes, various herbs and first aid sprays (Of which there are like, two of in the entire game) for your frequent rainy'd be forgiven for thinking this specific RE title wouldn't have boss battles....but it does, and they require you to piss all those hard earned clips and health items away, leaving you scrambling for replacements in an already well picked police station as the enemy stakes start to raise even higher. Sure, the health situation is something you can deal with better if you avoid too many direct hits to the face in the boss battles, manageable....but it still requires a lot of wasted ammo, and when you're playing the game for the first time, it's pretty hard to be MLG Pro efficient in these sequences. Without the boss battles, managing and saving your ammo and health items would be a steep enough task, it's supposed to be, after all. But the boss battles, the moments where things slide into action combat town? They really unbalance that fight or flight mentality you need to acquire when encountering random enemies in order to save ammo/herbs, because you have to fight the bosses, and they require the most ammo of all the enemies to take down. Honestly, this isn't really an issue by the end of the game, but your first two boss fights will leave you with empty pockets and don't offer much in the way of reimbursement afterwards. This has always been a thing in Resident Evil, but it's especially unbalanced in RE2make.

    Lacks the trademark Resident Evil cheese.


    Okay, this is personal preference, but what is a review, if not a fancy and overly long way of stating an opinion. I didn't play the original Resident Evils when I was a kid, that wasn't the childhood I had, but I embraced the franchise with open arms in my early teens and haven't let go since...with the exception of some of the weirder PS1/PS2 spin-offs, I've played more or less all the Resident Evil games to some capacity and if there's one constant across them all, regardless of era, gameplay style or's the cheese. Intentional or not, the RE franchise has been gloriously campy since the first game, and it's iconically terrible voice acting. We've had Jill Sandwiches, incidents....involving...zombies, boulder punching, COMPLETE, GLOBAL, SATURATION and a whole lot more over the years. Even RE7, with its visual and stylistic overhaul was loaded with cheese, crazy Daddy Baker doing wheelies in his car was just the start of the fun to be had in that one. RE2make? It takes itself waaaay too seriously. Like...waaaaaay too seriously. Don't get me wrong, the realistic visuals and detailed gore are more than welcome, as is the slightly (slightly) more complex character arcs on display...but man, this is a game with zombies, plant people, a big grey dude in a trenchcoat and hat and an evil pharmaceutical company with an underground, seemingly infinite in scale secret lab. Crack a bloody smile once or twice, say something wacky, make the player do something stupid. Jeeeeez...okay, sometimes the game cracks a joke, and it's unintentionally very funny to have Leon randomly shout GOD DAMNIT or WHAT THE HELL when fighting the 50,000th zombie of the game, but I missed the cheese. I get it's 2019 and we can't do wacky music and silly voice acting any more, but RE7 had the same quality of presentation but still had chainsaw fights and Ethan spitting out painfully lame one-liners every five bloody minutes. The game doesn't even go RESSIIDENT EEEEEVil at the start any more (Unless you pay for the retro soundtrack DLC, thanks for that caveat, Capcom), IT'S A GOD DAMN TRAVESTY.'s not that bad, but I like my Resident Evil with extra cheese, thanks. Hold the QTEs.

    2nd Run mode is initially frustrating, then samey.


    Regardless of what difficulty you play RE2make on, it's not an easy game. Even on the lowest setting there's still the same amount of enemies, and the same scarcity of items to be had. You're gonna die at some point, but that's just how Resident Evil games work. The challenge in the main campaign, however, is reasonably manageable, like pretty much all games in the series, things start at one level, before escalating the various dangers present as you improve your inventory size, weapons (In both upgrades and entirely new ones) and have a better supply of ammo for all of them. It's never a breeze, but by the time you reach the lab at the end, you'll be sitting pretty unless you really done fucked things up. 2nd Run, is a mode unlocked after beating the main campaign, that offers a slightly different experience, occasionally showing things from the other side of a Leon/Claire conversation seen in your first run. It's not advertised as a harder mode, but by god, it really does start off that fucking way. Gone is any of the pacing the first campaign has, the chance to build up a little stockpile before requiring to actually combat any zombies, the more dangerous enemies turning up around the time you pick up the shotgun (For Leon at least). 2nd Run mode? The police station is fucking chaos from the second you step in, the main hall is filled with zombies (And no save point), Lickers are present from the start...Mr X has the potential to turn up practically instantly, and you have basically no ammo, a rubbish gun (In Claire's case anyhow), and zero health supplies or secondary items to fend off zombie attacks with. 

    It's a complete mess that does away with any sense of difficulty scaling. In the main campaign, by the time Mr X is in play, you'll have cleared most of the R.P.D. halls of the initial threats, and boarded up some windows (A useful feature) to prevent more coming in. 2nd Run? I found myself trying to run up the stairs with Mr X hot on my heels, zombies all over the bloody place, some falling from the railings above and landing in front of me...a Licker chasing me down the hallway's...unbalanced as fuck. Some people will enjoy this extra challenge I'm sure, for me it didn't work. To make matters a little worse, the actual objectives remain the same, which makes no sense given this is supposed to be a 'what was happening at the same time' mode, bar the alternate side-story, you'll have to do the same puzzles, fight most (but not all) of the same bosses and even have encounters with characters that make no sense since they also have the same encounter in the other campaign. Once you get passed the initial chaos of R.P.D. in 2nd Run mode? Things really become the same, except a little easier in all honesty. It really breaks your balls in the first couple hours, only to then just coast along for the rest of the experience, keeping all of the most tedious puzzles (Chess Piece switchboards, anyone) and removing some of the more entertaining sequences instead. As it stands, 2nd Run mode just comes across as lazy, and even the 'true ending' you unlock for getting through it feels like the ending you should've got to begin with (The main campaign's ending is super abrupt because it's not actually designed to be the ending), with a extremely easy final boss thrown in, as a whole providing just enough differing content to not be a total waste of time, but making no sense from a difficulty or continuity perspective. It's kinda disappointing.  

    Close quarters situations can be frustrating.


    For the most part, this is a bit of a nitpick, but it does become a real problem during the 2nd Run mode, and in the unlockable bonus content. Resident Evil has always been a very close-quarters game, it comes with the territory of building the foundations of your franchise on a trilogy of PS1 games that almost exclusively dabbled in narrow, twisty corridors filled with all manner of monsters. In the original games, the enemies were reasonably easy to avoid, providing you played your cards right, the fixed camera perspective meant you could plan your course well ahead of any dangers, only on occasion winding up with a zombie munching at your neck. RE4 and its over the shoulder gameplay, introduced QTE's as a means of fending off enemies, you'd take some damage for being grabbed, which often felt unavoidable, but it wouldn't be much health at all, providing you wiggled that damn analogue stick hard enough, matching its campy action nature, you could also roundhouse kick enemies out the way if you winded them with a bullet or two. This technique was kept for both RE5 and 6, with a few variations (Chris falcon PAWNCHED instead of kicked, for instance), before changing to a not all that great but still useful arm shielding mechanic in RE7, where a well timed block with your hands would limit the amount of damage some enemies could land on you (But not all, the bigger the attack, the less likely it'd do anything). Basically, what I'm saying is Resident Evil has always found a way to make close quarters combat reasonably avoidable, or at least enjoyable. RE2make is all like FUCK THAT though, and offers only one method of avoiding taking damage from the extremely grabby, hard to avoid enemies...and that's to waste your inventory. Grenades, both flash and normal, and knives (Of which have limited use thanks to a weird durability system) are your own line of defense against these attacks, if you don't have any? You're just gonna take a whole bunch of damage, sorry son. If you don't take out, or at least temporarily floor an enemy after stabbing it with one of your knives, then you don't get it's gone, whilst grenades are obviously also used up, they can at least deal some damage in the process, knives are completely useless for damage and merely save you the lost health.

    As I've said, the zombies in this game are a lot more brutal than anything RE has seen before, if you get up in their personal space, something which is often impossible to avoid, they will grab you practically instantly, when there's multiple zombies in your nearby area, they'll often even double-team on you, for double damage, and something that can't be fended off at all, no matter how many knives you have. Whereas in the original RE2 you could generally run past most zombies, it's extremely difficult to do so in this game when you take into account the amount of narrow corridors you will be running through. Once again this only proves a mild frustration in the main campaign, which doesn't tend to overwhelm you too often, but it's extremely annoying in the previously mentioned 2nd Run mode, and apocalyptically frustrating in The Fourth/Tofu Survivor modes, which rely on a degree of zombie/enemy dodging that often amounts more to luck than skill when it comes to avoiding a chomp to the neck. If you don't save at least one grenade for the final sequence in HUNK's mode, you're going to find it hard to actually beat the game, and yet you also need to conserve health, and given how hard it is not to be grabbed by the dozens of zombies on screen at some points in time? Yeah....that sure is a problem. Tofu (At least the first incarnation) relies exclusively on knives to get through the mode, as he did in the PS1 version, but I'm sorry but that's fucking insane for the remake, how do you manage that without a mathematical degree of precision in beating the level? It also becomes especially apparent in these bonus modes, how unfair the hitboxes are on a lot of these enemies. Mr X's punches seem easy to avoid, but in one instance in 4th Survivor, it's clear the blast radius of his swing is bigger than any fist, even that of a Tyrants, wasting valuable time and potentially health on something that you clearly, visibly avoided. Zombies too have a habit of snapping onto you rather than naturally reaching you, often you can see their hands reaching out from behind, only to instantly be grabbed...and if they grab you from behind you don't get any defense, you just take an oh so valuable hit to your health. Again, in the main campaign? This really doesn't end up as a problem that often, but when the game puts your back up against the wall, it really proves to be an exercise in frustration and unfair programming.

    Post-R.P.D. sequences still feel lacking, Ada/Sherry sequences disappoint.


    One of the many traditions the Resident Evil franchise has kept over all these years is a sense of games starting out big and iconic, and then gradually fizzling out in some generic lab settings. RE1 and 2 both feature two of gamings most well known settings (The Mansion and the Police Station) for the bulk of their game, only to then end up in similarly generic evil Umbrella facilities. RE4 starts off in that memorable rural Spanish village only to then end up in weird castles, and yep, you guessed it, some evil lab. RE5 is basically the same except there's a volcano at the end, whereas RE6 breaks conventions by never having a memorable location at any point in the experience. RE7 went back to the oldschool styles of opening with the best sequences and the best location, only to then get less and less interesting before OH LOOK SOME SORTA LAB THING. AMAZING. Simply put, Resident Evil games always blow their wad in the 1st act, and never top themselves after. RE2make is obviously a remake, so you wouldn't expect it to dramatically change the locations you explore throughout the campaign, but it did offer them the valuable opportunity to maybe make the sewers and lab locations as memorable as that opening station setting. Spoilers, they don't manage it. Oops. They aren't bad, to be honest none of these games (with the exception of RE7 and yes, RE6) ever really get particularly poor in their 3rd acts..they just aren't ever as good as they start? The R.P.D. is a sprawling hive of secrets, puzzles and unlockable the time you leave it, much as with the original RE1 and 2, you'll have its corridors and safe spots burned into your mind. The same can't be said for the locations that follow, which go for a more linear, brief and straight forward approach to things. Once again it feels like the R.P.D. is the game, and everything else is just the bits that follow. They're fine and fun enough, really, but they are very lacking in both scope and fear compared to what came before. 

    What's new to RE2make specifically is the ability to play as the respective side characters in Leon and Claire's campaigns. With Leon you get to play as iconic antihero Ada Wong, whereas with Claire you get to play as the defenseless child Sherry Birkin (Both of which incidentally have their own campaigns in RE6, for better or worse). This sounds like a great idea on paper, it breaks up the campaign with a self contained side-excursion that fleshes out both of the side-characters whilst offering a different playstyle at the same time...but the problem is they just aren't that great, and are incredibly brief. Ada's is the better of the two, relying on a very limited resource of health and ammo to navigate a surprising amount of danger, with the addition of her electric scanning ...gadget...thing providing a unique puzzle mechanic that makes for some tense situations when paired with a certain stompy boy. Sherry's on the other hand is...frustrating, both narratively and more crucially, in terms of gameplay. After briefly being introduced beforehand in Claire's campaign, Sherry has to deal with a somewhat crazed and unique villain character, but...they basically have no depth and are done with within the span of this short sequence, never to be brought up again. Her unique gameplay feature amounts to...crouching. Yes, something you have to use to hide from the bad guy, in a stealth mechanic that is very...very poorly implemented, the checkpointing system in this bit especially proving to be very annoying. Both brief excursions last for less than an hour and don't really offer any impact on the campaigns as a whole, and then that's it...back to the main game. It was a cool idea, but it didn't really work out in the end. That, paired with the before mentioned gradually diminishing series of locations and events make RE2make yet another Resi title that peaks too soon and only proceeds to mildly disappoint in its second half. Oh well, maybe next time.

    Worth Buying?


    Despite a clear love of horror being evident among the gaming community, it often seems hard for a AAA survival horror title to make the requisite amount of bank required to please its publisher. We saw this with Alien Isolation, and in fact we also saw it initially with Resident Evil 7, something that changed later down the line due to continued high sales. Either studios spend too much money on these games, or customers are uneasy about forking out full retail price for something they either assume won't offer a lot of replay value, or might not end up being finished due to their intense nature. That's just speculation on MY BEHALF, but with RE2make, Capcom made the surprising decision to offer this game at a lower price than the average major gaming release. Whilst the standard brand new game these days has a RRP of £50, RE2make started out with one around £40, and is already available for the £35-37 mark. Not too shabby, especially when you consider this game is no slouch when it comes to longevity or content. Playing through just the main campaign alone first time will average you 6-8 hours, and you can throw in another 4-6 hours for the 2nd run. The scoring system for the game also encourages replays in order to get the fastest possible completion time, with the chance of unlocking special weapons as an additional reward for accomplishing an S or S+ rank. Throw in the time based bonus missions, The Fourth Survivor plus several variations of the Tofu Survivor, each averaging at about 10 minutes a go, with the incentive to beat your best time as the real aim of that side-content? And the entirely new free DLC coming to the game in a matter of days from the time of this review being posted? This is a chunky amount of content for such a high quality survival horror game, and one that offers plenty to see and do, but also doesn't outstay its welcome at the same time. If you're a Resident Evil fan, or just into horror, this seems like a pretty no-brainer purchase.



    Once again Capcom have really outdone themselves when it comes to remaking a classic Resident Evil title. The second installment in the series is easily the most iconic, and is still regarded by many as the high point for the franchise, and the previous remake of RE1 is one of the few contenders to that crown, so this remake had some big, big, Tyrant sized shoes to fill. Thankfully it's managed to fill them in spectacular fashion, providing one of, if not the most polished, tense and mechanically satisfying installment of the franchise to date. No, it ain't perfect, the random difficulty spikes can prove frustrating, close quarters combat often ends up a real pain, and it never quite manages to excel in the latter half of the game, to the same degree as it does in its magical opening hours. It being a reasonably faithful remake in terms of settings and sequences also means it lacks a lot of uniquely memorable moments of its own, although Mr X will certainly go down as one of gaming's most unnerving stalkers, so it has that going for it. Beyond these mostly small issues, RE2make is an exceptional survival horror title, one that's fun to play and experience as both a overhauled, modern, yet immediately familiar remake of a classic, and as a polished, brutal and unnerving experience of its very own. It may not be the scariest game ever made, or the most forgiving, but it's certainly up there as one of the best Resident Evil titles ever released, and given this franchise in its prime? That's no small feat. Roll on RE3make, see you in like...15 years or something. It's gonna be great.

    WooOOwwiie, that sure was a review, huh? What did you think of the Resident Evil 2 remake? Am I just a big ol' bitch that needs to "git gud", or did you also find the 2nd Run to be quite the exercise in brutality? Where do you rank it compared to other titles in the series? Why not let me know in the comments below...I know you won't, nobody comments on these things, but I'm going to try and initiate discussion all the same, SON. If you liked this blog, give it a ZING and share it around with your friendos and what have you...and...well, I dunno when I'll do a blog next, but I will do one...AT SOME POINT. Until then, LATER GATOOORSS.

  • Assassin's Creed Odyssey: Malaka!

    6 months ago


    I've been a long time fan of the Assassin's Creed series and to be honest, I initially thought against getting this one. On the surface level, it looked like a copy and paste of AC Origins. I found myself not liking Origins as much as I wanted to, but I still enjoyed it. What changed my mind into buying it was watching Achievement Hunter do their only Let's Watch in it. I'm not exactly sure what led me to finally playing it but when I started getting into it, I knew that this was game was going to be a really good one.

    The RPG