Sean and Alon bite hard and dig deep into the seminal survival horror classic.
How does the game render reality? What’s at the core of the franchise? Why is your health never “good”?
You have once again entered the world of survival horror. Good luck!
Tune in next week for a conversation with Francisco Gonzalez of Grundislav Games about adventure games and his upcoming game Rosewater!
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Wide Flank links: https://linktr.ee/wideflank00:01:58 – Resident Evil, baby!!!
00:05:06 – Sweet Home + Alone In The Dark = Resident Evil
00:09:36 – It is a very iterative game
00:11:48 – Knowledge of Resident Evil prior to Game Club
00:16:15 – Alon taking reviews to task
00:18:27 – Going hater mode on a game we love
00:25:26 – It wants to be an action game
00:27:33 – Sean's path to violence
00:30:19 – The core of the franchise
00:32:45 – What makes it a survival (horror) game?
00:38:26 – Door sequences as part of the pace of play
00:40:36 – Alon's mom tried to warn us
00:42:27 – The container of Resident Evil is gigantic
00:46:50 – Is this a survival game?
00:49:10 – Your health is never "good”
00:49:55 – The game is generous
00:51:23 – Camera angles + sound design + sympathizing with Jill
00:54:34 – Rebecca + Barry – the presence of side characters
01:02:47 – Thinking about the map the way you would irl
01:07:23 – Shinji Mikami on having the game "becoming a comedy”
01:14:01 – "This key is now useless. Would you like to discard it?”
01:15:53 – Sean goes map mode
01:21:32 – Alon goes Rambo mode
01:28:47 – The spooky people you meet towards the end of the game
01:30:29 – The Camera + Tank Controls = Resident Evil
01:37:12 – The disempowerment of the player
01:45:22 – The comfort of Resident Evil
01:55:21 – The not knowing