Category: Opinion Pieces

  • Resident Evil 8: What We Want, and What We Don’t

    Resident Evil 8: What We Want, and What We Don’t

    At long last, Capcom has officially announced Resident Evil VIII: Village, set to release on Xbox Series X, PS5, and PC in early 2021. We here at TGP happen to be avid RE players ourselves, and I personally cannot contain my excitement for this next installment of the revolutionary horror IP. RE8 will be a direct sequel to RE7, following and concluding the journey of current RE protagonist Ethan Winters, in his never-ending struggle to find out “what the hell is going on”. In all seriousness, though, we really don’t know the full extent of what is going on in RE8. From Chris Redfield executing Mia Winters to the Spencer family and Umbrella likely making a return, the trailer for RE8 left more questions than answers (which in all honestly, isn’t entirely a complaint from me). Although certain features have been confirmed, such as the triumphant returns of the first person perspective and the new age RE inventory, many have been left up in the air. All that’s left to do now is wait until more information is released by Capcom, or, speculate like there’s no tomorrow. While I will be writing a lore speculation article at a later date, as of right now I’d like to ponder the aspects of RE8 I feel would be welcomed, and those that wouldn’t; rather than making assumptions on the steps the narrative will take. Without further adieu, here are our hopes for Resident Evil: VIIIage.

    Credit: Capcom

    Want: Don’t Hold Back the Horror

    Resident Evil 7 introduced a level of sadism to RE that had never been seen before, and it was for the better. It made the game more atmospheric, intense, stressful, and above all else: horrifying. If anything, I would hope RE8 ups the stakes with the insanity on display, cranking the dial past eleven. To put it plainly: Capcom, hold absolutely nothing back, show us the most wretched nightmares you’re capable of imagining. Based on the trailer it looks like this request will be honored, but only future gameplay will tell if that’s accurate.

    Don’t Want: Hollywood Action

    Recent statements by Capcom have indicated that RE8 will lean more into action, which given Capcom’s history could mean a multitude of things. It could mean that there will be more enemies on screen and more ammunition available to account for that, which is what I believe they meant by their statement (for reference, think RE2R to RE3R). I have no issues with this as I’ve completed RE3R thirteen times, but I would have a problem if they take it too far and delve back into Hollywood action set pieces. I don’t believe I need to illustrate what I mean by “too far”, as RE5 and RE6 are prime examples (and although I love those games, they are not Resident Evil). Capcom, the line you are walking is a fine one: please stay on the right side of it.

    Want: Leon S. Kennedy and/or Jill Valentine

    Now this one I threw in here a bit out of bias, but come on Capcom! Where’s Leon? Where’s Jill? After the C-Virus outbreak was eradicated in 2012, Leon Scott Kennedy was seemingly M.I.A, being absent and not even mentioned in Revelations 2 or RE7. As for Jill, after rescuing Chris and Sheva with Josh in RE5, she has apparently disappeared as well. Granted, we saw Leon make a spectacular comeback in RE2R with Jill swiftly following suit in RE3R (along with being the main protagonist in Revelations 1) , but chronologically they are nowhere to be found in the present day. Don’t get me wrong, Chris Redfield is by far my favorite RE character and I’m always ecstatic to see him, but Leon and/or Jill showing up in RE8 (even if it’s only a slight cameo) would make me beam from ear to ear.

    Don’t Want: Bullet Sponge Enemies

    Before anyone wants to tell me to “get good”, let me preface this by saying that I have beaten almost every Resident Evil release multiple times and a good number of those on the highest difficulties available, and RE7 happens to be my favorite out of them all. However, there are occasions in RE7 where a molded can take over an entire pistol magazine to put down on normal difficulty, which is pretty absurd. Without enhanced handgun ammo, flight is the superior option to fight in RE7, which I don’t necessarily always appreciate. I prefer having the choice as to how I want to handle encounters, instead of stunning and running because I know I’ll just be wasting ammo otherwise. RE2R is an even worse offender of this, at times requiring me to deliver FIFTEEN precise headshots on STANDARD to a regular zombie before they are permanently dealt with. I got to say, I’m not a fan of that one bit, and I hope RE8 can find a better equilibrium for damage output by the player (closer to the consistency of RE3R, since RE2R doesn’t have as much consistency).

    Want: A Satisfying Conclusion

    As previously mentioned, Capcom has stated that this will be the end of Ethan Winters’ journey. If that’s the case, I need answers to the following: who are The Connections? Have they been undermining Umbrella this entire time? Who is in charge of them, is it Wesker (please no)? What exactly was Lucas trying to send to them in Not a Hero? Was the molded outbreak and shipwreck always planned, or truly just a terrible accident brought on by Eveline? These are just the inquiries I have left over from RE7, and if this is the last time we’ll see Ethan, I need to know. RE8 will certainly add more questions on top of these , but if they are all answered I’ll be satisfied. I cannot adamantly express enough how much I don’t want any loose ends lying around if this is truly the end of Ethan’s story. Now this next point can definitely be argued, but I personally hope Ethan makes it out of this whole experience alive. In my opinion, he deserves it after all he’s been through.

    Credit: VG247.com

    Don’t Want: Tacked-on Multiplayer

    We all know why this is here, so I’ll make this point short and sweet. I love RE3R, but I can’t help but feel that content was cut (some justifiably cut, such as the worm in Fox Park, but other cut content such as the Clock Tower was inexcusable) in order to leave time available to develop Resident Evil: Resistance. RE: Resistance is an asymmetric multiplayer game created to establish a live-service platform and sell microtransactions by being set in the RE universe, however it’s anything but RE. I have very little interest in it and still have not played it to this day. I can only imagine how grand in scope RE3R could have truly been, if it wasn’t for RE: Resistance detracting from the development process. I don’t imagine they will, but I hope Capcom does not repeat the same mistake again, let alone with the next mainline RE release. If you want a quality multiplayer RE game Capcom, have a development team who’s not already busy making a game create it from the ground up.

    Want: Larger Explorable Areas and Backtracking

    Although RE7 had quite a lot of enjoyable backtracking, it lacked the open-ended nature that RE4 made many accustomed to. While RE3R’s Downtown Raccoon City had many corners and crevices to explore and rummage around in like the areas of RE4, it’s the only area with that freedom throughout the entire game, along with minimal backtracking required. If Resident Evil 8 could have open-ended areas such as the Downtown Raccoon City of RE3R, with the consistency of said areas such as RE4, and the backtracking and area memorization of RE7, we could have a flawless masterpiece on our hands. With a subtitle such as Village, I hope this is the goal Capcom is striving for.

    Don’t Want: Wesker is Alive

    He’s an iconic villain, and he should stay that way. Wesker became so powerful it took leaving him to melt inside an active volcano and decapitating him with two RPG’s to put him in the grave. Capcom has been dropping hints of his survival over the years since, and I hope it isn’t true. There’s nothing Capcom could do to top what they already did with Wesker’s character, that is without diving head first back into ludicrous action absurdity. Let RE5’s finale have meaning. Let Wesker lie, his time is done.

    Want: Quality Post-Launch DLC

    RE7’s DLC was everything it should have been. We got a variety of videotapes that brought new insights to the Baker family’s backstory and later sadism, a conclusion to Chris Redfield and Lucas Baker’s RE7 storyline via Not a Hero (which was free), and End of Zoe; an insanely fun conclusion to Zoe’s story where you play as Joe Baker, and acts as an overall epilogue to RE7’s story. I had no problem paying more money for these experiences, as I felt they were well worth the asking price and was not content that was cut from the original game. After being left incredibly hungry over the announcement of no DLC for RE3R, I hope Capcom continues and expands RE8’s story post release, in a worthwhile manner.

    Don’t Want: A Short Experience

    RE3R took many by surprise with how swiftly it concluded, even on a first playthrough. I don’t imagine we’ll see the same result with RE8, as it has had more time in development, but I feel the need to address this concern nonetheless. Capcom, this game should take 15-20 hours to complete on a first playthrough, MINIMUM. Anything less than that would honestly be pitiful, especially since RE8 will be the first next-gen RE iteration. A quality, lengthy, and replayable experience such as RE7 and RE4 is what the community expects. Allow me to reiterate, I love RE3R, but another game of such an unsubstantial length will not suffice, especially if it’s the immediate following release.

    Credit: PlayStation

  • In Defense of Resident Evil 6

    In Defense of Resident Evil 6

    When one initially thinks of what a “Resident Evil” game should entail, most fans immediately recognize that survival-horror is a key design aspect that the team over at Capcom should utilize during development. Make no mistake, I do not disagree with this philosophy. However, there have been moments throughout the series’ existence where the formula ran a bit dry for some. With Resident Evil’s 1, 2, and 3, Capcom established a clear format for the franchise, and for a lot of hardcore fans that was enough. The mainstream, on the other hand, became less invested in the franchise over time, with releases such as Code: Veronica leaving many (myself not included) tired of the “same old zombie game”. This stagnation of the player base left Capcom unsure as to where the once innovative survival-horror series should go next, if anywhere. Luckily, though, after a stint in development hell and multiple incarnations, Resident Evil 4 was released to the GameCube in 2004, and after that: everything changed. Although still adopting the classic tank-controls for player movement, RE4 catapulted the franchise into a new sub-genre; action-survival horror. This time around, Leon Kennedy could deliver roundhouse kicks to his enemies, engage in QTE knife fights, fight a gigantic lake monster, and do flips on a Jet ski while rescuing the President’s daughter from an exploding island; to name just a few plunges into over the top Hollywood action. Additionally, RE4 simply changed the gaming industry forever. Third-person shooters started to become very similar after 2004, imitating RE4’s over the shoulder perspective and evolving the genre as a whole, leading to massive successes such as the Gears of War series (and many, many to follow). This revolutionary shake-up emboldened the developers of RE to delve further down the napalm-infused rabbit hole of Hollywood action, and after five years in 2009, Resident Evil 5 was released worldwide. Capcom, to put it bluntly, struck gold. Maintaining the title of their best selling game until the release of Monster Hunter World in 2017, RE5 has sold 11.9 million units across a wide array of platforms as of December 2019. RE5 was a major financial victory for multiple reasons: the entirety of the game could be played in co-op, it offered a lot of replay-ability across numerous modes, Wesker was back, and it heavily escalated RE4’s more “explosive” tendencies. What do I mean by that? It went down to the bottom of the action rabbit-hole and exited out the other side into high octane Wonderland. Capcom now had a clear vision of where to embark unto next, wanting to construct the following iteration of RE into the “ultimate horror entertainment”. Following this mantra, Resident Evil 6 was born, and eventually released to eager players in 2012. Unfortunately for Capcom, as most know, die-hard fans resented RE6. It failed to deliver on one necessary element, one key component that earned the franchise its entire reputation: horror.

    Credit: metro.co.uk

    Before I start my defense in favor of the “Island of Misfit Toys” of RE games, I need to address why I had to establish a basic outline of the series’ history. There are some who would argue that RE6 and the absurdity that came along with it simply appeared out of nowhere with no justification in sight, but that is not the case whatsoever. Capcom was fearful before the release of RE4, being pinned into the back of a corner so small that they had to reinvent the core gameplay of their beloved horror IP in order for it to survive. What they saw after that and post RE5 lead them to the assumption that more action was necessary to stay out of that corner; i.e. increased sales from RE4 to RE5. Unfortunately and unintentionally, Capcom jumped the shark for most if not all long-time RE fans as a result of this endeavor. Negative opinions of the game flourished, the following of which I concur with. To start plainly, horror itself was absent for the overwhelming majority of the experience. The gameplay had been neutered in terms of difficulty, even by RE4 standards, leaving any tension prevalent in previous titles to the wayside. Co-op play made a return to the stage, but this time heavily influencing the game design and its mechanics as a whole. The action on display surpassed Michael Bay levels of insanity, with set pieces running amok in all four campaigns. Oh yeah, I forgot to mention, there’s four campaigns: all with different play-styles. Some might view the distinct campaigns as a positive, but I can’t help but view it as a crippling hindrance. The multiple play-styles leaves an all around disjointed feeling when viewing the campaigns as a singular story or playing them back to back, featuring stark contrasts among them and an all around inconsistent experience. Majority of fans ripped RE6 into mangled shreds for those reasons, and in terms of what a Resident Evil game should be, justifiably so (in my opinion). However, when taken out of the context of what a mainline Resident Evil release should look and play like, is Resident Evil 6 a bad game? My answer is a resounding no.

    Credit: Valve, Capcom

    First off, I would like to readdress the complaint I mentioned about the co-op integration. In terms of a Resident Evil release, as previously stated, yes co-op helps mold the game into something that it shouldn’t technically be. However, when viewed outside of that lens, co-op in RE6 with a friend as your counterpart instead of the partner AI is honestly a hysterical good time. I’ve played through all four campaigns three times each, and every single one of those playthroughs I did with a good friend, if for nothing but to laugh at the chaotic nature of what we were playing. But with the great and expansive movement/dodge system, the co-op QTE’s where we had to trust in and rely on one another to survive, and the high-octane boss battles; the co-op play on offer is some of the best you can achieve in a third-person shooter. Even during lackluster campaign’s such as Chris’ and Ada’s, there is always fun to be had with a brother in arms at your side. It’s undeniable that this is the intended way for RE6 to be played, and although that holds true, there is still enjoyment to be found in the content offered even while in single player. Set pieces such as boss fights with the Ustanak in Jake’s campaign are so ludicrously insane and out of the realm of reality that no other word but “hardcore” can define it . In particular, the final hand to hand brawl with the Nemesis copy-cat is incredibly cinematic. You confront the menace on an unstable low-hanging beam above scorching lava, disarmed and outmatched, with only your bare hands as a means of defense. The demented-face ghoul looks at you, overcome with an intense and destructive rage that he’s been saving for release unto one person and one person only: the player. He charges at you with inhuman fury and determination, knowing that this is the end, the last time you two ever face each other. I won’t spoil won’t comes next in case anyone reading has yet to play RE6, but rest assured that the fight that ensues is from the realms of blockbusters such as Mission Impossible and Clash of the Titans, which makes it so entertaining. If you have accepted what the game is at this point, have acknowledged that it is not true Resident Evil, and have viewed it as it’s own game and not an innovative continuation of it’s franchise, then the set pieces such as the one I have just described will be as rewarding for you as they were for me. Granted, not all have as much payoff as Jake’s final boss fight, but they do make you feel as if you are truly an over the top action hero and part of one of the most explosive Hollywood blockbusters to date. Is RE6, namesake aside, a Resident Evil game? No, but I don’t believe RE5 to be either, and in full transparency RE4 comes close to veering far from its series’ foundations as well. But does that necessarily have to mean they are subpar, inadequate games in their own right? Absolutely, definitively not. Whatever you may think of RE6 and my opinions on it, it is certainly the case that it was one of the best things to happen to the Resident Evil IP as a whole. In order to prove this claim, I ask you to recall the corner Capcom put themselves into with the original mainline RE games. Well, history often repeats itself when the lessons of the past are forgotten, and that philosophy does not exclude business or the videogame industry. After immense burnout and disinterest was expressed by the fandom post RE6, the team at Capcom had to once again reinvent their beloved “horror” IP. This second dire quest for innovation, in my opinion, and therefore RE6 by association, was the catalyst that launched Resident Evil into a new era: the most terrifying and greatest it has ever been.

    Credit: Valve, Capcom

    In the search of transformation and reconciliation, Capcom fell back on something they’d forgotten, yet still something solid: their roots. After the disastrous effect that RE6 had on the community, the developers needed to go back to what Resident Evil was at its core; survival-horror. Not only did they deliver, but they exceeded all expectations of the disenfranchised fandom. In January of 2017, Resident Evil 7 was released to universal critical and commercial praise. My personal favorite of the series, this new iteration went back to a mansion setting (originally popularized by RE1), and delved deeper into survival-horror than ever before. The atmosphere wasn’t just creepy, the enemies weren’t just scary, and the bosses weren’t just intimidating. The Baker family introduced a level of sadism to RE that was never present before, and as a horror fanatic in and outside of gaming, I was thrilled. Whether it be the grotesque torture that Ethan endures and perseveres through, the mysterious and malevolent villain in Eveline, or the all new up close and personal first person perspective; Resident Evil 7 fired on all cylinders to deliver a near flawless masterpiece of horror, regardless of medium or art form. This wasn’t Capcom’s only accomplishment, though, with RE7’s success not only revitalizing RE itself, but ushering in a new age for the franchise. Survival-horror was the name of the game again, with following releases such as RE2 Remake and RE3 Remake adopting the same general play style, apart from the first person perspective (although this is not the definitive case with mods) and more sadistic nature of RE7. With Resident Evil 8’s announcement supposedly looming and a RE4 Remake hinted to be in development, Capcom has finally returned to its sweet home.

    Credit: Game Informer

    Resident Evil 6 set out to accomplish many things, and to it’s credit achieved many of them. Although it did technically deliver on the “ultimate horror entertainment” sentiment, the horror element was certainly the most absent variable of that equation. Even with as entertaining as it was, it sacrificed its identity to achieve the level of action the team at Capcom wanted to reach. As a result, one of the best, most ridiculously fun, arcade co-op third-person shooters was made. Unfortunately, it was at the cost of the hardcore fans who stuck with the franchise since day one. However, I do believe that most would agree that the long term pay off of RE6’s existence, in hindsight, outweighs the betrayal fans felt at release. Due to it’s monumental failure, Resident Evil’s core philosophies were forced to go underground and reflect, coming out more twisted, horrific, and better than it ever was before. None of this would have occurred if Resident Evil 6 hadn’t released and bombed, making one wonder what the franchise would look like today if it wasn’t for that historic debacle. One thing is for sure, though; without RE6, Resident Evil wouldn’t be in the position it maintains in the horror genre today, which was the same it held back in the late 90’s and early 2000’s: number one. Plus, we got an entertaining, high-octane fueled thrill ride of a game to experience alongside a local S.T.A.R.S officer near you (or maybe just a friend over the mic instead).

    Credit: Valve, Capcom
  • Revisiting The Scene That Set The Tone For The Last of Us

    Revisiting The Scene That Set The Tone For The Last of Us

    Most of us have very fond memories from our time playing The Last of Us either on PS3, PS4 or PC using PS Now. There were also plenty of people who started watching The Last of Us on YouTube but stopped immediately after seeing the introduction scene to the game, knowing that this was something that they needed to play. Some people even went out and bought a PlayStation just for this game after seeing the introduction on YouTube. I was part of that last group. In honor of the The Last of Us Part II’s upcoming release, I am going to be giving a deep dive on the scene that set the tone for the rest of the game.

    Spoiler Warning!

    The Last of Us opens up with the “protagonist” Sarah sleeping on the couch waiting for her father, Joel, to get back from work. Joel enters the house, ends a stressful work related call with his brother Tommy and sits on the couch next to Sarah. It is then revealed by Sarah that is it Joel’s birthday and she was waiting for him so she could give him his present. Sarah gifts him a watch that he will end up keeping for the rest of his life. They exchange some banter and eventually Sarah is carried up to her bedroom.

    Credit: Naughty Dog

    Sarah wakes up to a phone call from a frantic Uncle Tommy at around two in the morning. Tommy has been trying to reach his brother but has not been able to get in contact with him. The phone then disconnects. If you try and call him back, you get zero luck. The player now has complete control over Sarah as she explores her house. In Sarah’s bedroom, you are able to interact with a birthday card that was meant for Joel.

    Credit: Naughty Dog

    Sarah mentions that he is the best dad even though he is never home. I am going to make the assumption that Joel got a divorce with his wife since he never mentions her throughout the rest of the story. Joel does later bring up people who he was closed to who had passed away so I am assuming he would have brought up his wife if she had passed away. I also don’t think Joel would have bought that large of a house if he knew that he would need to work double shifts all the time to afford it. If you enter the bathroom, Sarah picks up a newspaper that mentions a ton of infected people going to a hospital that we see later on in the chapter. Sarah can now walk into Joel’s empty room. On his television, you can watch the scene of a gas line blowing up a building as police and a reporter run for their lives. At the same time, you see the explosion go off downtown by looking out your window. We can assume this is when Joel puts his phone down and heads outside to investigate. As you walk down the stairs, you see multiple cop cars drive by with their sirens on. If you pick up Joel’s phone, you see multiple phone calls from Tommy. When you walk into Joel’s office area, he bursts into the house in a panicked state as he loads up his gun. Joel warns you to stay away from the glass door when your infected neighbor breaks through it. Joel warns him to stay back multiple times before shooting him. Tommy lights up the house with his truck’s headlights and they both run outside to flee the neighborhood.

    Sarah watches the chaos unfold in her home town as she sits in the backseat of Tommy’s truck. As they drive through the town, they pass crashed cars and more explosions. They eventually pass a group of people with a kid walking on the road who Tommy wants to pick up. However, Joel makes him pass right by them saying that another car will drive by and that they have a kid that they have to protect as well. They eventually get to the to the way out of town which is backed up all the way to the hospital that was mentioned earlier. A person exits their car to see why they aren’t moving and is attacked by infected. Tommy watches in disbelieve as Joel yells at him to drive in reverse. Tommy finally makes a K turn as the infected start coming for his car. They drive down the road eventually making a left to try to cut through the town. People are running in the street but there is a giant truck blocking the road so they can’t see what they are running from. They eventually have an opening and with a move out of desperation, Tommy drives through but is hit by another truck when they cross the intersection.

    Credit: Naughty Dog

    The player now switches to Joel as he carries an injured Sarah through the town with Tommy protecting them. As you flee for your live, you see first hand how tense things are with people dying all around you. A gas station blows up causing you to cut through an alley. Tommy saves you from a few infected as you finally get to safety in a building. However, with the infected pushing on the door, Tommy tells Joel to run and that he will buy them some time. Tommy says that he can outrun the horde and that they will meet back up at the highway entrance. Joel carrying Sarah runs for their lives with infected in close pursuit. If you haven’t ever experienced this scene, I am going to recommend you to pick up your controller and play it now or to watch it here if you have zero interest in playing the game. My words can not give justice to this scene.

    A cut scene now plays as a soldier shoots the infected saving Joel and Sarah. Joel asks the soldier for medical assistance while Sarah is worried for Uncle Tommy. Unfortunately, the soldier gets the order on the radio that all fans know to well. As the solider protests his orders, Joel’s hope immediately diminishes and turns into fear. The soldier raises his gun and opens fire. Joel turns trying to shield Sarah with his own body and they roll down into a ditch. As the soldier goes to execute Joel, Tommy comes and shoots the soldier saving Joel’s life. We now hear the whimpers of Sarah. Joel and Tommy both run over to her seeing that she has been shot in the chest. The whimpers continue for the longest fifteen seconds that I have ever experienced. Sarah passes away in Joel’s arms.

    In the matter of a twenty minute introduction scene, we have experienced so much happiness and sadness. From the couch scene to Sarah’s final breath, we now know what tone Naughty Dog is setting for the rest of the game. We know that there will be plenty of smiles but also plenty of times where we genuinely feel upset for a person that doesn’t even actually exist. We can only hope that Naughty Dog gives us the same quality with The Last of Us Part II.

  • How Saints Row: The Third Remastered Redefines the Word “Remaster”

    How Saints Row: The Third Remastered Redefines the Word “Remaster”

    When most people hear the term “remaster”, the usual responses range from a sigh to a shrug. Remasters of recent years have hardly ever been impressive, typically consisting of only an HD resolution upgrade or a more stable, locked frame rate. However, with the recent release of Saints Row: The Third Remastered on Xbox One, PS4, and PC; developers Volition and Sperasoft have effectively set a new heightened standard for the industry.

    Credit: Deep Silver

    As of writing, I have personally spent 30+ hours in the remastered city of Steelport, and the differences I’ve spotted are monumental to say the least. In my play-through of the Xbox One X version, there are major differences immediately noticed in the opening mission, “When Good Heists Go Bad”. To start, experiencing this game in stunning 4K visuals with a stable 60FPS is incredible. From the initial shootout inside of the Morningstar bank to stealing the entire vault itself via helicopter, I never once thought I was playing a game released in 2011, due in part to ZERO frame drops. In addition, the lighting engine has been fully redone, which exemplifies your homies’ redesigns as well. Johnny Gat’s new look, for example, is by far the best it’s ever been; being less stylized and more realistic than previous iterations. Another excellent character redesign is Pierce Washington’s, who just like Gat falls more in line with our reality. It’s not just your allies who have received a fresh coat of paint, however, as publisher Deep Silver points out “Every weapon has been remodelled, every car has been redesigned and a vast proportion of the city has been retextured…”, along with “…around 4,000 assets reworked, the complete update has been expertly handled by Sperasoft. It has transformed environments, character models and visual effects…”. When it comes to visuals and graphically fidelity, SR3R redefines the term “remastered”.

    Credit: Cycu1

    However, I would not be conducting my due diligence if I claimed all is well in revisited Steelport. While more good has come from this enhanced re-release than bad, the negative needs to be addressed as it lead to immense personal frustration. Certain gameplay aspects from the original release have had minimal to no tweaks at all, and it obviously shows. Vehicle controls are still incredibly clunky, with tank-like driving and cars seeming to have hit boxes larger than the actual models themselves. Aerial vehicles are just as unreliable as well, leading to bouncing off of and into a series of various buildings resulting in a fiery and explosive death, from a chain of events caused by one slight crash into an object. Speaking of crashes, the game itself crashed to my Xbox dashboard a tad more often than the average 2020 release, so be sure to save frequently. Furthermore, the AI (in particular the Homies and Saints Gang Members) are, to put it bluntly, incredibly idiotic. They can do it all, from destroying your mission objective, to not responding to commands or following the player, and/or getting caught in and endless animation cycle until they fall in “battle”. I must admit, though, that I experienced the majority of these issues during side missions; which I put myself through all of to achieve 100% completion. For the average player, encountering these gripes on a consistent basis is not likely.

    Credit: Deep Silver

    Saints Row: The Third Remastered does many things right; it’s completely faithful to the original, the graphical upgrade is substantial, bugs and glitches are manageable, and all DLC is bundled in for an asking price of $40 USD. Regardless, it isn’t a perfect release, suffering from dated controls and AI that are practically being shined on by a metaphorical spotlight to the player at times. In the end, for all of it’s faults (which, in the long run, aren’t many), it has done more than enough to rise above the mediocrity of this generation of remasters. Developers could stand to learn a thing or two from Volition and Sperasoft because frankly, this remaster is a home run. Now, only one question weighing on my mind remains: why put so much effort into remastering a game that isn’t even a decade old yet? My guess? Saints Row V is on its merry way.

  • Revisiting The Telltale Batman Series

    Revisiting The Telltale Batman Series

    With a new wave of Telltale games on the way, its hard to not think back on what Telltale did with their take on the life of Bruce Wayne. I am going to be talking about my play through of season one on steam so I am not able to give my own perspective on the technical issues that many experienced on consoles. The story itself was well received by the most but the biggest issue was something that seems to occur in a lot of Telltale products. The dreaded illusion of choice. Spoilers Ahead!

    Telltale Games

    I will give some credit where it is due, there are minor changes in the story based on the choices you make like when you have to decide if Harvey Dent will have half of his face burnt off or if you will save him by sacrificing Catwoman in the process. The only problem is that the only real changes are visual. Regardless of your decision, Harvey Dent still loses his way and turns on Bruce Wayne. If you sacrifice Catwoman, she survives a gunshot wound and nothing in the story changes. You also have options to pick what location you want to go but in most cases nothing changes in the story and there is no real consequence to screwing someone over. You can run a complete peaceful play through but the police force will still give you cold shoulder after helping them. You can do everything your told to do at the media event and you will still get the same treatment as if you went off on everyone.

    Telltale Games

    The positive news is this: We are going to be seeing a brand new look on the Telltale games. The budget was always tight on the original Telltale games because they stopped creating their own stories and worked with companies like DC, Marvel and Microsoft who would take a significant cut of their profits. LCG Entertainment will have the opportunity to change things up which could mean that there will be games that no longer have the illusion of choice but actual choice and consequence.