resident evil 3: nemesis Articles RSS Feed | resident evil 3: nemesis RSS Feed on en Launch Media Network Resident Evil 3 Remake Rumored to Launch on Switch as a Cloud Version Fri, 30 Oct 2020 14:28:45 -0400 Dylan Webb

Few could've expected the recent Nintendo Direct Mini: Partner Showcase would have so many surprises. Having announced cloud versions of Control: Ultimate Edition and Hitman 3 via Ubitus, it seems more titles could soon be on their way to the Switch via the could.

While there's no indication of a potential release date for a Resident Evil 3 Cloud Version, datamining from the website of Control's Cloud Version has uncovered evidence that Capcom's Resident Evil 3 Remake could be next in line for Nintendo's hybrid system.

Speaking recently with Business Insider, Ubitus CEO Wesley Kuo released this press statement, confirming their intent to bring further titles to Switch, advising:

We are extremely pleased to have the opportunity to work with a world-class game publisher such as 505 Games. We are thrilled to present their most recent mega title "Control Ultimate Edition - Cloud Version" to a global audience on Nintendo Switch, featuring the highest game play quality and performance, including ray-tracing.

We will continue our efforts to bring more and more exciting major titles to the cloud and share with gamers around the world.

Considering Capcom previously brought Resident Evil 7 to Switch (in Japan only) as a cloud edition using Ubitus technology, it seems highly likely that Resident Evil 3 Remake could follow.

As always, stay tuned to GameSkinny as we get further updates. 

Resident Evil 3 Files Guide: All File Locations Sat, 11 Apr 2020 14:16:05 -0400 Thomas Wilde

If you're wondering how to get all of the files in Resident Evil 3, you've come to the right place. Just as in last year's Resident Evil 2, finding all of the Resident Evil 3 files will give you the Bookworm trophy/achievement, as well as a Record.

There are 56 files in Resident Evil 3, and when you find one for the first time, you'll need to scroll all the way through its pages to the end to get credit for discovering it. Many of them also contain useful information like safe combinations or key item locations, so it's worth keeping your eyes open for them.

As with other collectibles in RE3, your file-collecting progress is saved directly to your profile on the spot whenever you find and read a new one. You do not have to find and read all 56 files throughout a single run through the game. However, the game is very linear, so you only have one shot at collecting most of these files before they become unavailable for the rest of that run.

Notably, the four "tutorial" files that you gradually unlock as you play through the first stretch of the game are stored in your Files menu, but they do not count towards this record.

Please note that this guide to collecting all 56 files will unavoidably contain minor spoilers for the game's later locations and fights. You're better off using this to clean up after you've already beaten the game at least once.

This list of the files is numbered in rough accordance with the order in which they appear in the game, for organization's sake. This order bears no resemblance at all to the order in which they're stored in your in-game inventory menu.

If you're down to your last few files for your collection, the hardest ones to find are arguably #18, #22, #26, #34, and especially #56.

Resident Evil 3 Files Guide: All Files and File Locations

File #1: Jill's Report

Once you wake up in Jill's apartment at the start of the game, flip the light switch next to her pinboard, then check the envelope next to it on the wall.

File #2: Investigation Notes

This file is found right next to file #1 on Jill's pinboard.

File #3: Unsealed Envelope

Pick up the letter on top of Jill's dresser.

File #4: Message from a Colleague

Read the piece of paper next to the open pizza box in Jill's kitchenette.

File #5: U.B.C.S. Ammo Crafting Manual

After you've met Mikhail and left the subway car, open the UBCS-branded three-ring binder on the bench.

File #6: Tabloid Front Page

Check the newsstand on your way up to the subway station safe room.

File #7: U.B.C.S. Herb Field Manual

Open the binder on the table in the middle of the subway station safe room.

File #8: Drugstore Owner's Journal

Use the walkway near Moon's Donuts to reach the storage room above the drugstore, and read the open book next to the safe.

File #9: Subway Employee's Memo

Look on the desk in the front office of the subway control center. This file is next to the locker that contains the shotgun.

File #10: Kite Bros. Railway Manual

Check the chair next to the main console in the subway control center.

File #11: Training Log

Check Murphy's body in the garage.

File #12: U.B.C.S. Suicide Note

When you leave the garage, turn right to find a dead mercenary at the end of the alley. He's got this note and a handful of bullets on him.

File #13: Electrician's Notice

Leave the garage and turn left. You should spot this file taped to the wall at eye level. It's a tutorial message about all the conspicuously sparking generator boxes you've seen lying around the streets.

File #14: Fax from Substation Chief

Check the desk in the electrical substation control room.

File #15: Green Herbs: They Work!

As you leave the substation control room, go downstairs and look for the two potted green herbs. This note's in the open book lying next to them.

File #16: Substation Internal Memo

Read the note taped to the wall next to the door to the substation's breaker room.

File #17: Chad's Notes

When you reach the gangplank above the substation's breaker room, look for this note next to the cocooned dead guy.

File #18: Your Charlie Doll

Check the poster on the wall near the front window inside Toy Uncle. You'll need the lockpick to get inside.

File #19: Increased Sewer Security

This file is taped to the wall next to the battery-locked exit door in the sewers.

File #20: Invoice from Gun Shop Kendo

When you find the grenade launcher in the office in the sewer, this is right next to it on top of a stepladder.

File #21: Research Assistant's Logs

Look on the desk next to file #20, in the office in the sewer.

File #22: Sewer Worker's Notes

This is one of the easiest files to miss. There's a T-intersection before the laboratory in the sewers, but the right-hand fork is seemingly blocked by a "waterfall." This isn't actually a barrier, however, and you can walk right through it to find this file at the end of the tunnel, along with a dead guy, some shotgun shells, and a crate with some Gunpowder in it.

File #23: A Love Letter?

Check the desk near the lockers in the lab in the sewers.

File #24: Notice of Demolition Delay

Near the roof of the construction site, in the ersatz safe room just before your first real fight with Nemesis, you can find this note next to the typewriter.

File #25: Raccoon Times Reader's Column

When you pass through the house behind Kendo's gun shop, climb the stairs to the second floor and read the folded newspaper on the bed.

File #26: Email Outbox

Before you enter the R.P.D. as Carlos, go downstairs to the night watchman's room – you may remember this as the same room from Resident Evil 2, where you found your bonus weapon at the start of a 2nd Run – and read this note on the table.

File #27: ID Card Security Protocols

Once Tyrell opens the gate on the west office waiting area in the R.P.D., you can find this note next to a strongbox on the bench.

File #28: Sept. 20 Arrest Report

Check Marvin's desk in the R.P.D.'s west office.

File #29: Internal Memo

Grab this off the table in the R.P.D. darkroom.

File #30: Note to a Friend

Read the yellow legal pad on the bench in the middle of the R.P.D. locker room.

File #31: 3F Locker

Look at the photo on the whiteboard just inside the secure deposit room in the R.P.D.

File #32: Report on the Mansion Incident

When Tyrell tells you to take a look around in the STARS office, go into Wesker's office and take this off his desk.

File #33: U.B.C.S. New Weaponry Notice

As Jill, check the bench in the Dilapidated Storage safe room, next to the mine rounds.

File #34: Clock Tower Brochure

When you reach the Clock Tower Plaza, check the two park benches facing the water for some handgun bullets and this file.

File #35: Spencer Memorial Pamphlet

This is surprisingly easy to miss. It's on the spinner rack in the hospital's reception area, next to the locked door on its east wall.

File #36: Nurse's Journal: Sept. 25

Check the desk in the lab reception room in the hospital.

File #37: Nurse's Journal: Sept. 27

Search the shelves on the east wall in the records room on the second floor of the hospital.

File #38: Nurse's Journal: Sept. 29

Look on the desk in the center of the staff room on the second floor of the hospital.

File #39: Memos from Administration

This note is taped to the wall next to the door to the locker room in the hospital's staff room.

File #40: Note about a Tape Recording

Check the desk in the nurses' station on the second floor of the hospital.

File #41: Re: Lost Items

Use the hospital I.D. card to open the door to the operating room on the hospital's first floor. This file is on a cart in the center of the room, although it's a little tricky to spot.

File #42: Banquet Invitation

Read the blood-spattered note next to Bard in his private lab in the hospital.

File #43: Email from Nathaniel Bard

This is one of two unmissable files in the game. You get this automatically off the computer in Bard's private lab in the hospital.

File #44: Elevator Notice

At the base of the freight elevator in the underground storage facility, you'll find a safe room that's labeled "Office" on your map. This note is found next to the typewriter there.

File #45: Employee Memo

While you're hunting for fuses in the warehouse, you'll have to cut through a small storage room south of the office. This file is found on a stack of boxes on the west side of that room.

File #46: Unfinished Activity Log

This is the second of two unmissable files. Once you reach the warehouse control room, inspect the lit screen on its control console.

File #47: NEST 2 Employee Regulations

When you enter the NEST 2, go south along its entrance corridor to find a storage room. This file is on a desk inside it, and picking it up also grants you the area's map.

File #48: Isaac Graves' Diary

At the southern end of the second floor of the NEST 2, there's a short detour to the west that dead-ends in a blocked corridor. A zombie will reanimate as you approach. Take it out, and look on the floor underneath its body.

File #49: Essay on Vaccine Synthesis

Look on one of the padded tables next to the vaccine synthesizer in the NEST 2.

File #50: Shipping Notice

Use the override key on the first floor of the NEST 2 to reach a room that's being used to store corpses. This file can be found on a rolling table at the base of the stairs.

File #51: Weaponry Authorization Request

When you obtain the antigen sample on the second floor of the NEST 2, look on the desk next to the manipulator.

File #52: Expression of Concern

On the second floor of the NEST 2, in the lab where you find the second half of the vaccine base, read the note on the desk. (This is the point at which Jill finally learns the Nemesis' name.)

File #53: Scientist's Dying Message

On the balcony that overlooks the door to the Machinery Room in the NEST 2, check the dead guy slumped in the corner.

File #54: Disposal Center

After you grab the vaccine and escape from Nemesis, you end up in a safe room with a heavy-duty door on it. This file is taped to the wall next to that door.

File #55: Weapon Spec Sheet

Read the book on the shelf in the corner of the staff break room.

File #56: Suspicious Contract Memo

After your final fight with Nemesis, climb the ladder to the balcony and look on the floor to the left of the exit door. You're better off looking for the prompt, rather than the file itself, as it's exactly the same color as the walkway.


When you find and read all 56 Resident Evil 3 files, you unlock the Bookworm trophy/achievement. This is also one of the game's Records, which rewards you with 1,000 points to spend in the in-game Shop, as well as the Lab Equipment concept art and the model for the Drain Deimos. Be sure to head over to our Resident Evil 3 guides hub for more. 

Capcom Brings Back Knife-Only Runs in Resident Evil 3 Remake Mon, 23 Mar 2020 14:03:40 -0400 Josh Broadwell

Resident Evil 3 remake is out April 3, and we're still finding out new information about Jill Valentine's re-imagined journey through Hell. Capcom's Peter Fabiano recently told Game Informer that RE3 remake will bring back the popular knife-only runs.

Should players wish it, they can try and complete the entire game using just the trusty knife. That includes taking out Nemesis with only a knife, too (though at least you can catch your breath in a safe room). It's a long-standing feature in the Resident Evil series that fits with the games' emphasis on tense action.

Fabiano said:

We're dealing with survival horror and everything is exhaustible. You run out of bullets. You run out of herbs. You run out of all the items you can use. So if you did run out of everything, what would you have?

The knife. The director always wanted to make it so that you at least have your trusty knife. That’s always something you can rely on.

It's a notable inclusion this time around because the knife broke in last year's Resident Evil 2 remake. The only way you could do a knife run was if you opted in for the Tofu side mission. It's doable as well. Fabiano said the developers have already completed the entire game with just the knife.

If you're anxious to shred your nerves and see what horrors await Jill on April 3, don't forget the Resident Evil 3 Raccoon City demo is out now.

Stay tuned to GameSkinny for more Resident Evil 3 remake news as it dodge-rolls our way.

Resident Evil 3 Timeline Clarifies When Jill and Carlos’ Nightmare Begins Wed, 18 Mar 2020 19:48:19 -0400 Josh Broadwell

Resident Evil 3 remake might be numerically ahead of Resident Evil 2, but it actually takes place over roughly the same period of time. It can be a bit confusing what happens when and who's involved in what, so Capcom created an official timeline outlining when disaster strikes and where everyone is when the story of Raccoon City's fall starts.

The most interesting thing about the new Resident Evil timeline is that Capcom shows Carlos is in Raccoon City before Jill's portion of the journey begins. Carlos is shipped into Raccoon City with the Umbrella Biohazard Countermeasure Service — which we know gets much more attention in Resident Evil 3 remake — on September 26. The U.B.C.S.s' goal is evacuating citizens, but it's a full two days before Jill's story starts in the warehouse and Nemesis is deployed.

As USGamer (who first spotted the timeline) notes, it suggests the story could start with Carlos. We know Carlos' role in Resident Evil 3 remake is expanded, after all, and he's also at the other end of the city from where Jill starts. Given the emphasis on expanding Raccoon City and making it seem real, it would make sense to have us start with Carlos when the crisis first breaks.

Meanwhile, Leon and Claire, heroes of Resident Evil 2 remake, don't get shipped in until September 29, after Nemesis is already stalking the streets.

While we still have to wait until April 3 to find out for sure how Resident Evil 3 remake unfolds, the RE3 demo is available tomorrow.

You can check out the timeline on the official Resident Evil website. Stay tuned to GameSkinny for more Resident Evil 3 remake news as it's deployed.

Resident Evil 3 Remake's Demo is Coming Soon to PC, PS4, and Xbox One Mon, 16 Mar 2020 10:42:08 -0400 Josh Broadwell

The Resident Evil 3 remake demo we've long been waiting for is coming soon — very soon, in fact. The RE3 Raccoon City demo will be available on Xbox One at 12 a.m. EST on March 19 and 1 p.m. EST on March 19 for PlayStation 4 and PC.

Capcom's official announcement doesn't give too much away about what we'll be doing in our brief time with the remastered zombie apocalypse game, but it sounds like the RE3 demo offers a well-rounded overview its different facets:

...step into the boots of the legendary heroine Jill Valentine, as she teams up with Carlos Oliveira and the Umbrella Biohazard Countermeasure Service (U.B.C.S.) to evacuate civilians from a crumbling Raccoon City.

While Jill is fighting to save innocent civilians, she must also save herself from the relentless bioweapon Nemesis, whose sole objective is her demise.

Should you manage to complete the demo, you also unlock a brand-new cinematic trailer exclusive to the demo — well, exclusive until someone uploads it on YouTube.

You'll have 20 Mr. Charlie statues to hunt down in the Raccoon City demo as well, if you're brave enough, so it's safe to say the Mr. Raccoon statue quest from Resident Evil 2 remake is coming back, too. The good thing? Safe rooms are safe after all.

Finally, Resident Evil Resistance, the multiplayer game packaged in with Resident Evil 3 remake, has an open beta starting March 27. Players will take control of Daniel Fabron, one of the Masterminds, to torment those trapped inside, or they can resist the forces of evil and band together as one of six Survivors. The open beta starts March 27 at 1 p.m. EST and ends with Resident Evil 3 remake launches April 3.

Stay tuned to GameSkinny for more Resident Evil 3 remake news as we lumber closer to release date.

This is When You Can Tune in for Resident Evil 3 Remake Gameplay Stream Tue, 03 Mar 2020 17:47:54 -0500 Josh Broadwell

The Resident Evil 3 remake is heading ever closer to its April 3 release date. If that seems too long to wait, though, Capcom's giving us a brand-new glimpse at the horror classic's revised gameplay in a special stream on March 4.

The Resident Evil 3 remake gameplay stream starts at 2 p.m. EST/11 a.m. EST and will last for... time. Capcom hasn't said yet how long the stream will be or even what we'll be seeing. Still, it's a chance to catch another glimpse of the expanded Raccoon City, as well as Jill, Carlos, and Nemesis.

We won't complain if we hear anything about the Resident Evil 3 remake demo, either, which is supposed to release sometime before the game launches. Maybe it will even drop following the stream. There's not much time to between March 4 and April 3, so anything's possible. 

Whatever it ultimately ends up being, you can watch it all live on the Resident Evil Twitch channel and Resident Evil YouTube channel.

Stay tuned to GameSkinny for more Resident Evil 3: remake news as it develops.

9 Parts of Resident Evil 3 We Can't Wait to See Remade Fri, 31 Jan 2020 14:16:32 -0500 Thomas Wilde


1. The Battle at the Clock Tower


For my money, this is the most intense moment in the original RE3. Up until now, and after this point, you actually have a lot of outs when the Nemesis shows up. You never have to fight him, and in fact, can knock him out a couple of times without firing a shot.


When he shoots down the chopper at the clock tower, though, all bets are off. You’re out of allies, tricks, and time. It’s the single time in the game where you absolutely must fight the Nemesis, and if you don’t have the ammunition for it, you are simply out of luck. In a lot of ways, this is the real final boss fight of RE3, and it’s exciting to imagine what it could look like, and how it’ll be designed, on today’s hardware.




The Resident Evil 3 remake is set to release for PC, PS4, and Xbox One on April 3. IF you're picking the game up on Steam, be sure to check out the game's recommended systems requirements


2. The Hints of Conspiracies


This is a little inside baseball, but the final fight against the Nemesis inserted plot details into the Resident Evil series that didn’t pay off for another 13 years. When you reach the final room of the Dead Factory, you find the scene of a massacre, where two Tyrants and a U.S. Special Forces team have killed each other, leaving behind an experimental particle cannon for you to use against the Nemesis’ final form.


The Special Forces team is never explained in-game, but its presence is part of a series of hints in RE3’s back half about how much the U.S. government knew about Umbrella's activities and what its involvement actually was. This would eventually form some of the background for 2012's Resident Evil 6, but it's really just the tip of a possible iceberg for future installments of the series, and now is as good a time as any to revisit this long-abandoned plot thread.


3. The Raccoon City Park


RE3’s endgame begins here, as Jill follows Nicholai’s trail of bodies across the park to a secret Umbrella monitoring station.


Unlike the hospital, the park is one of the most atmospheric locations in the original RE3, with a gentle rainfall providing a dramatic counterpoint to sudden possible ambushes by zombies, Hunters, and dogs. It all culminates in an attack by the Grave Digger worm that destroys an entire cemetery around you. I can’t wait to see it brought up to 2020’s standards.


4. Carlos' Hospital Run


In retrospect, Carlos’ visit to the hospital in Raccoon City is one of the bigger missed opportunities in the original RE3. You’d expect a hospital in a major urban area after a zombie apocalypse to be a nightmare festival, but instead, much of the building simply looks abandoned. It’s almost clean. Even in the hospital level in Outbreak, "The Hive," the Raccoon Hospital is weirdly empty for a major medical facility during a disaster.


With the successful upgrade to environmental storytelling that we saw in RE2’s RPD, I’m hoping to see a darker, more dangerous hospital sequence in the RE3 remake, especially once the Hunters start showing up.


5. The Redemption of Brad Vickers


Brad, the last member of STARS, is a punching bag in RE2 and RE3. He’s famously the Nemesis’s first onscreen victim, and he shows up as a zombie Easter egg in RE2 if you make the initial run to the RPD without picking up any items. That's what he gets for panicking and leaving the STARS team to die at the start of the first game, I suppose.


We’ve already got confirmation that Brad’s role in the RE3 remake has been expanded. Much like Dario and Kendo, I’m curious to see what the developers have managed to do with a one-note coward like Brad, and if he still goes out like a chump this time around.


6. Exploring Downtown Raccoon City


Once you reach the cable car in RE3, you have to set back out to find the parts to repair it. This is low-key one of the tensest parts of the game, as downtown Raccoon is a maze, and the path you take determines what happens next. You can run into several different encounters based on where you go first, including this rare scene between Carlos and the doomed UBCS agent Murphy, and the Nemesis can show up several times during the trip.


The original Raccoon City design in RE3 made it look like a cramped Japanese city, full of tiny side streets and cramped alleys. There’s a lot of potential in the area once it’s been redesigned, especially if your objectives stay open-ended.


7. The Escape from the RPD


One of the biggest scares in 1999’s RE3 is when, on your way out of the police station, the Nemesis leaps out of a window at you. He’s back, he’s got a rocket launcher now, and unlike the Tyrant in the previous game, he can follow you from room to room at a dead sprint.


The remade RPD is already a claustrophobic Hellhole full of shadows and blind turns. Fighting Mr. X anywhere in its hallways was bad enough, but the new Nemesis is going to bring his own brand of sheer hell with him.


8. The New Timeline


Both Raccoon City and the disaster that leveled it got increasingly more complicated as more games came out, with the Outbreak series retroactively adding a lot to both the city and the disaster's timeline. By the time File #2 came out in 2005, the Raccoon City outbreak’s start had been pushed back to September 22, a full six days before the start of RE3.


While Jill probably spends a lot of that time holed up in the warehouse with Dario, that’s still a big blank canvas for Capcom to do almost anything with. I'm looking forward to seeing what they've thought of to add to the game.


9. Dario Rosso


You have to be a big RE nerd to know Dario’s name at all. He’s the angry survivor from the warehouse at the start of the game, who locks himself in a trailer rather than follow Jill back out into the city. If you revisit the warehouse later, you find Dario dead at the hands of a couple of zombies.


In 2019’s RE2, the developers somehow got some real pathos out of Robert Kendo, who had even less screen time than Dario did. With a higher budget and better actors, it’s likely that Dario may end up as one of the definitional tragedies of the new game.


Resident Evil 3: Nemesis has had a strange run. It was thrown together at the last second to replace a canceled game, and it was made by an inexperienced team in a relative hurry. Despite that, it inexplicably went on to become a best-seller and one of the best-known games in the core Resident Evil lineup. You can poke fun at a lot of its idiosyncrasies who hides a car battery in a secret compartment in a mayoral statue? but the Nemesis alone is an all-timer in video game enemy design.


With the RE3 remake (“RE3make”?) coming out in two and a half months, here are nine things from the original game that I can’t wait to see revisited. Capcom’s earned a lot of goodwill with how it handled the “RE2make,” so it’s going to be interesting to see how it refines the much messier RE3.

There's No Escape from Nemesis in New Resident Evil 3 Remake Trailer Tue, 14 Jan 2020 11:44:19 -0500 Josh Broadwell

The Resident Evil 3: Nemesis remake release date of April 3 is shuffling ever closer, and Capcom just released a new trailer showing off some of the game's action and heroes.

In it, we see more of Carlos Oliveira as part of the Umbrella Biohazard Countermeasure Service sent to Raccoon City to investigate what exactly is going down there. The U.B.C.S. seems like it will play a much bigger role this time around, with more conflict between them and S.T.A.R.S. members Jill Valentine and Brad Vickers, likely part of the story expansion Capcom promised before.

The trailer also shows off a new horror called the Hunter. These are a genetic mix of reptiles and humans, move extremely fast, and, duh, they hunt you.

The real star is the S.T.A.R.S.-hating Nemesis, though. He's massive, he's terrifyingly realistic, and he's everywhere. The trailer provides us with a glimpse of just a few weapons in his arsenal, showing him stalking Jill throughout the city, and giving just a taste of that famous rooftop scene as well.

You can check out the trailer at the top of this post. Stay tuned to GameSkinny for more Resident Evil 3: Nemesis remake news as it's spliced together.

Is Capcom Hinting at a Resident Evil 3: Nemesis Remake? Tue, 16 Apr 2019 16:31:37 -0400 Josh Broadwell

Hot on the heels of Resident Evil 2 remake's critical success, it seems Capcom might be teasing fans about a Resident Evil 3: Nemesis remake.

While some fans began speculating right after the release of the RE2 remake, that speculation has been renewed after a series of seemingly related tweets on the official RE Twitter account over the past few days. 

The first shows a low camera shot focusing on Jill Valentine and asks viewers if they feel like they're being watched. Her clothes and the room indicate this is from the original Resident Evil remake, which is coming to the Switch soon.

It could be this tweet is only reflecting that, especially since the account has tweeted other images and captions connected to Resident Evil and Resident Evil 0 since last week.

However, Valentine is also the protagonist of Resident Evil 3: Nemesis, and today's tweet is causing many to wonder whether tweeting about her might be more than just mere coincidence.

The image is from Resident Evil 2's remake. Nemesis, the mutant who chases Valentine throughout RE3, is known for randomly smashing through doors, walls, and windows.

RE3 takes place before RE2 in the series timeline. The tweet could suggest Capcom has something in mind for the near future related to how the stories interconnect, or it could simply be an inside reference meant for longtime fans.

However, one Twitter user has a compelling idea about what caused the hole that opens up a completely different line of discussion. 

Regardless, if Capcom continues its tweets in the same pattern, possible confirmation could come as early as this week.

Should "RE3make" be in production, it wouldn't be too surprising.

Apart from the fact that many fans consider the return to form for the series as a rebirth for Capcom, the company released a survey earlier this year asking RE2 remake players whether they prefer their RE games similar to the originals, offering a comment box for suggestions and requests that weren't covered in the main survey.

10 Dormant Resident Evil Plots Waiting to Rise From The Dead Fri, 08 Mar 2019 15:58:30 -0500 Thomas Wilde

On March 22, we’ll be celebrating the 23rd anniversary of the original Resident Evil. That game’s release began an unexpected franchise for Capcom, which went on to span seven direct sequels, 14 spin-offs, and three computer-animated films set in the same universe as the games.

Over the course of those two decades, Resident Evil has become justly infamous for its story. Even the simpler games in the series tend to be a hodgepodge of betrayals, conspiracies, secret government organizations, evil corporations, surreal architecture, mad scientists, and, of course, exploding helicopters.

Explaining the overarching plotline of Resident Evil often sounds like you’re talking about a lost season of 24 that involves a zombie outbreak. It's all further complicated by Capcom's history of, let's say, interesting storytelling decisions.

Surprisingly important background details are often thrown in a file that’s deliberately hard to find, locked behind collectibles, or stuck in Japan-only supplemental materials that don't get officially translated for years afterward, if at all. It’s a degree of deliberate, unnecessary complexity that you usually don’t see outside of American superhero comics.

Much of the time, this goes back to several behind-the-scenes issues at Capcom, particularly early on:

  • many core games go through multiple wildly different versions of themselves during development
  • RE’s head writer, Noboru Sugimura, passed away in 2005
  • the somewhat acrimonious departure of series creator, Shinji Mikami, in 2006
  • multiple creative teams and writers, many of whom don't last for more than one game

Because of the chaos around the series, Resident Evil is littered with abandoned plot arcs, forgotten characters, canceled projects, and untold stories.

However, in the last few years, Capcom has made a distinct effort to mine that history through the newer games in the franchise. Resident Evil 7, in its final couple of hours, connects its storyline to a mysterious organization that was last mentioned in 2000’s Resident Evil: Code Veronica. 

2015’s Resident Evil: Revelations 2 features Moira Burton, who first appeared as a child in an obscure file in the original 1996 Resident Evil, and while 2012’s Resident Evil 6 was a mess, it brought back Sherry Birkin after 13 years.

It’s been a little over a month out from Capcom’s successful remake of Resident Evil 2, and the rumor mill has begun to churn regarding what’s next for the series.

With that in mind, here are 10 of the most potentially interesting plot hooks that could appear in future RE titles, including Resident Evil 8. These are plot points that Capcom has introduced, then proceeded to leave alone for at least a couple of years, if not a decade or more.

Naturally, this article involves major spoilers for many of the games in the Resident Evil series. 

10. “Jenny K”

The first four games in the Resident Evil series are all about dealing with the underground activities of the megacorporation Umbrella, which was a billion-dollar drug company by day, weapons manufacturer by night.

After all four of those games ended with characters walking off into the sunset, promising to bring down Umbrella, it was eventually taken out by a government lawsuit, rather than one last heroic adventure, according to the opening text crawl of Resident Evil 4.

Of course, it wasn’t quite that simple, and several later games dealt with the events that surrounded Umbrella’s closure.

Near the end of Resident Evil 5, you can find Spencer’s Notebook, a file that discusses the measures Spencer took to protect his interests after Umbrella was shut down, which included having the rest of Umbrella’s executives quietly assassinated.

There was one exception: “Jenny K,” who disappeared without a trace.

Every high-ranking Umbrella executive we’ve seen in the series so far has been a billionaire psychopath with a plan for world conquest. Jenny K, whoever and wherever she is, is the last survivor of Umbrella’s original upper echelon, and she could show up again at any time as a new, major player.

9. The Raccoon City Testing Ground

2003’s Resident Evil: Outbreak was at least a few years ahead of its time. It was a four-player cooperative survival horror game, which was mostly held back by the PlayStation 2's technology barrier and janky matchmaking.

Outbreak wasn’t confirmed as part of Resident Evil canon until relatively recently, when a few references to it appeared in RE7, the RE6 prequel manga Marhawa Desire, and the 2019 RE2 remake. Now that we know it definitely is canon, it means that one strange scene in Outbreak is suddenly relevant.

After you complete "Decisions, Decisions," there's a bonus scene after the closing credits. It shows that, a month after the bomb dropped at the end of Resident Evil 3, an unspecified agency has set up a laboratory in the ruins of Raccoon City.

Whoever the organization is, it's conducting tests and has gone to the trouble of making sure its lab doesn’t show up in aerial photographs of the area. As the setting for a back-to-the-beginning plot, this has a lot of promise, particularly since we don’t know who or what was running the lab.

8. Steve Burnside

2000’s Resident Evil: Code Veronica is an interesting sort of mess. It came out on the Dreamcast after a troubled development history, and has a lot of weird quirks that are particular to that period of game design.

Among all of its other missteps, like that glass cannonball "puzzle" near the end, its biggest is arguably Claire’s NPC sidekick, Steve Burnside. A trembling ball of Matrix shout-outs and adolescent angst, with the most Canadian accent this side of Bob & Doug McKenzie, Steve creates almost exactly as many problems as he helps the player solve.

In the end, he’s infected by the ant-derived T-Veronica virus, mutates into a lizard monster, and dies in Claire’s arms.

That’d be it for Steve, except his body is subsequently stolen by Albert Wesker, who tells Claire that there’s a chance Steve might come back from the dead someday, just as Wesker himself had.

That was 19 years ago. Since then, Steve’s name hasn’t come up outside of a flashback level, set during the events of Code Veronica, during 2009’s Darkside Chronicles.

It’s probably safe to assume that Steve got thrown into a meat locker somewhere and forgotten. That being said, HCF, Wesker’s mercenary squad from the same game, was mentioned in Resident Evil 7, and that's far more obscure than Steve was.

It’s also worth mentioning that Steve was infected in late 1998 with a virus that, according to the main plot of Code Veronica, takes a full 15 years to mature, and it’s been longer than that in-universe. Not only could Steve still come back at some point, but he could have bizarre new powers and abilities when he does.

Steve Burnside riding back into the series on top of his giant ant steed, firing a submachinegun into the air with either hand, might be the kind of crazy nonsense he needs to overcome nearly 20 years of fan jokes about how awful he is.

7. Corporate Masterminds

It’s been a plot point in the series for a long time that Umbrella was the leader in the bioweapons industry, but wasn't the only company in the business. There are multiple other companies working with the T-Virus, and their version of corporate warfare usually involved mercenary squads and quiet assassinations.

A lot of these companies have popped up in the series over the years, and they usually end up somehow dismantled by the end of their first appearance.

Resident Evil 5's Tricell is officially dead by the time of Revelations 2, which is set two years later, and the vaccine manufacturer Wilpharma goes out of business after the events of the 2008 film Resident Evil: Degeneration.

Currently, the last identified corporation in the bioweapons black market is a Chinese company called Shen Ya, which was introduced in the 2015 Heavenly Island manga. It had a well-funded paramilitary force working for it, as well as a particularly dangerous undercover agent, although none of them survived the events of the manga.

With mainland China in bad shape following the events of Resident Evil 6, the time may soon come for Shen Ya to consider expansion. There's also the Connections, the criminal syndicate responsible for creating Eveline in Resident Evil 7; "Blue Umbrella," the original Umbrella reincarnated as a black-market weapons dealer, as seen in the notoriously poor Umbrella Corps; and whatever other companies might still be waiting in the wings.

6. The Remnants of the FBC

The Federal Bioterror Commission was the American organization that predated the BSAA, Chris Redfield’s anti-bioweapon task force that first appeared in Resident Evil 5.

In 2011’s Resident Evil: Revelations, it's revealed that the original version of the FBC was basically one step up from park rangers, and was virtually powerless. To fix that, the FBC’s commissioner, Morgan Lansdale, purchased a handful of bioweapons on the black market and duped a small-time terrorist group into using them to take out an entire city in 2004. A year later, and thanks to the ensuing panic, the FBC is a well-funded and respected international task force, with Lansdale as its dictatorial leader.

Thanks to Chris Redfield and Jill Valentine, this is eventually brought to light and Lansdale is sent to jail. The FBC’s assets and personnel get folded into the BSAA, which turns it into the international organization it's become by the start of RE5.

However, in 2015’s Revelations 2, one of the major twists is that Claire’s friend and boss, Neil Fisher, is still loyal to Lansdale. Fisher has a plan to set off another large bioterror event in order to bring back the FBC, and it fails spectacularly.

There’s every chance that Lansdale, wherever he wound up, has a few more obsessed underlings out there, and any one of them might be willing to start another serious outbreak in order to prove that Lansdale was right, bringing about another interwoven plot for a future Resident Evil installment. 

5. The Other Wesker Children

2009’s Resident Evil 5 told the origin story of the series’ primary antagonist, Albert Wesker. It turned out that he was one of 13 children who were products of Umbrella’s secret “Wesker Project,” which was named after its chief researcher. Its goal was to create a more advanced breed of human through a winning combination of brainwashing, child endangerment, and genetic engineering.

The other 12 Weskers were named in RE5’s Lost in Nightmares DLC, including Albert’s “sister” Alex, who would go on to be the villain of 2015’s Resident Evil: Revelations 2.

Since both of the Weskers shown in the series so far are brilliant mad scientists with personal body counts like a natural disaster, it could be inferred that the other Wesker kids would be similarly gifted and/or damaged.

According to Revelations 2, however, the other 11 Wesker kids are all dead. Although that information comes from Alex, a somewhat unreliable narrator, one of the primary characteristics of Weskers is that they don’t stay dead.

After all, Albert famously got his spine clawed out by an angry Tyrant in the very first Resident Evil, and Alex dies twice in Revelations 2.

Therefore, any time Capcom feels like it, they’ve potentially got another 11 backup Weskers on deck, ready to continue their family legacy of smugness and murder for another console generation.

4. The Family

One of the more infamous details of 2012’s Resident Evil 6 is the existence of “The Family,” an international conspiracy that draws its influence and power from financial manipulation. Its primary goal is maintaining the global status quo for the sake of continued profit.

Derek Simmons, one of the major antagonists of RE6, is a member of The Family, and considering the organization’s stated goals, he couldn’t have failed harder on a bet. Not only does he have the U.S. president assassinated as part of a major bioterror attack, but Simmons' girlfriend Carla Radames nearly ends the world just to spit in his face.

The Family is barely a presence in RE6 outside of Simmons, Carla, and a couple of stereotypical Men in Black (the conspiracy-theory version, not the ones from the Will Smith movies), one of whom shoots Carla dead near the end of Chris' game.

As a theoretical “final boss” for the Resident Evil series, however, you couldn’t do much better than The Family. The series has run heavily off of conspiracies and underground organizations since nearly the beginning, and The Family, which is basically the Illuminati with its serial numbers filed off, is depicted as the ultimate conspiracy.

3. The Biosphere

The setting of Resident Evil is an Earth a lot like our own, with much of the same history and culture, a few different nations, a couple of extra cities, and a biosphere that is intensely warped.

From the very first game in the series, the T-Virus has been capable of infecting just about anything organic. We’ve seen it turn humans, crows, dogs, crocodiles, sharks, spiders, insects, bats, elephants, lions, tropical birds, and even plants into zombies, mutants, and monsters.

In1998's Resident Evil 2, there are several files explaining that the mansion from the first game was located in the middle of a national forest. As far as the T-Virus is concerned, that’s one big infection vector, conveniently located somewhere in the American Midwest.

In subsequent games, there have been biohazard incidents involving the T-Virus or one of its derivatives all over the world. Here are just a few instances: 

  • Resident Evil 6 ends with a massive bioterror attack with the C-Virus on the Chinese mainland
  • An ocean liner full of infected humans goes down in the middle of the Pacific Ocean in 2002’s Resident Evil: Dead Aim
  • The wreckage of Terragrigia in the Mediterranean Sea is still heavily contaminated at the start of 2011's Resident Evil: Revelations 
  • the T-Veronica virus is let loose in the South American rainforest during the main story levels in Resident Evil: The Darkside Chronicles

There’s even a handy map at the start of the Degeneration movie (see above) that highlights 27 separate bioterror attacks spread out across six continents, all before 2005, when the movie takes place.

What this means is that in the Resident Evil universe, the T-Virus and a couple of its later derivatives have been loose in its biosphere for years. Capcom’s already laid the groundwork for monsters or outbreaks to show up virtually anywhere on Earth at any time, without any need for a villain to set them loose.

2. The Umbrella Archives

Several of the scenarios in 2007’s Resident Evil: The Umbrella Chronicles are about Albert Wesker, as he tries, initially fails, and eventually succeeds at stealing the only remaining backup of Umbrella’s cumulative research data.

The next time we see him in series continuity, Wesker is incredibly rich — he has his own personal stealth bomber in Resident Evil 5 — and has been quietly selling bioweaponry to dictators and lunatics around the world.

After his death, however, it’s never been established what happened to Wesker’s archives. This includes the single most valuable thing in Wesker’s arsenal, the P30 drug, which is about as close to an actual super-soldier serum as the series has ever had. It’s why Jill is a mind-controlled superhuman assassin on Wesker’s team in RE5 and Marvel vs. Capcom 3. P30 in particular would be the most valuable bioweapon in the Resident Evil franchise, and it isn’t even close.

The hunt for where Wesker stashed his personal research archives could be fuel for a world-spanning adventure, trying to keep his most dangerous secrets out of the hands of the last people who should have them.

1. Natalia Wesker

Even in the “good ending” of Resident Evil: Revelations 2, Alex Wesker has technically won. Her plan throughout the game is to "test" various survivors to see who would make a good host for a copy of her memories and personality, allowing the terminally ill Alex to cheat death.

While it doesn't quite go according to plan for the original Alex, she does manage to capture 10-year-old Natalia Korda and imprint her personality on Natalia's brain. Six months later, Natalia already has abilities and memories she can't explain, and two years after that, in Revelations 2's epilogue, it seems as if Alex has begun assuming full control.

This plotline would provide the series with a new primary antagonist in the wake of Albert Wesker’s death, and one who’s been growing up in Barry Burton’s household for the last few years. Not only does that imply she'd have a lot of weapons training now, but it means that she's already undercover.

"Natalex" prepared for all of this six months beforehand. She also has substantial financial resources, a brilliant mind, and no scruples whatsoever. Forget all of the conspiracies and monsters: the scariest thing in the Resident Evil franchise as of right now could conceivably be a teenage girl.

Of course, Capcom might decide to ignore any or all of these for another decade or come up with something entirely new. What's impressive, however, is the sheer amount of potential that's still left in the series after all these years.

Crazy Video Game Cameos -- Game Characters Edition Fri, 07 Apr 2017 20:00:02 -0400 Ricardo melfi

Whenever you're playing a game and you see a character inside from a different game, it really gets your juices flowing. After noticing how many celebrity cameos have been seen in games over the last 20+ years, we noticed that there are even more cameos from other video game characters. Cue the second part of our issue.

Welcome back to the second part of Crazy Video Game Cameos. Earlier, we covered movies and celebrities which appeared in a multitude of video games. In this issue, we will be taking a look at all the video game characters that have appeared in other video games!

Duke Nukem - Blood & Bulletstorm: Full Clip

The Duke, and his developers 3D Realms, have pulled no punches when they decide to make fun of other video games, so it's only fitting that the Duke cops some insults of his own. Play long enough into 90's shooter, Blood, and you'll find a secret entrance. Continue down this path and there's poor, old Duke. Hanging upside down and horribly mutilated but it's him, no doubt. Hit him enough times and your character will steal Duke's line, "Shake it baby!"

For another (current), weird cameo, the Duke is appearing as a playable character in cult classic, Bulletstorm: Full Clip. Check out the trailer below!

Mega Man- Dead Rising Series

Capcom love to throw characters from other universes in their games. Evident throughout all the Dead Rising games, every protagonist can eventually find Mega Man's outfit and become the titular hero himself. Sure, it may just be a costume that you put on but we still get to act like Mega Man, arm rockets and all. Poor guy... it seems he always finds himself in apocalyptic situations. I'm pretty sure you can find a Blanka outfit too (from the Street Fighter series).

Creepers - Borderlands 2

Borderlands 2 is a great game full of inside jokes and some very crude humor. With the success and popularity of Minecraft (even so many years later), the developers must have thought, "Ah, f**k it. Let's throw a creeper in as a bad guy." Either that or they were running out of enemy creation ideas. While making your way through some of the mines in this game, you will eventually come across a few block built, familiar characters. A nice little touch. A least they didn't throw griefers in there...

Jill Valentine & Nemesis- Under the Skin

Body snatching sim, Under the Skin, is a novel little piece to play. Similar to Destroy All Humans, this game has you playing as a blue little alien sent to cause as much chaos on earth as possible. At a certain level, you'll notice that it is called Raccoon City. Well, you get to play as Jill and the Nemesis in this level, set with locales from the first two Resident Evil games. Suffice to say, this was enough to get me to play the game.

Claire, Leon & Zombie Cop- Trick N' Snowboarder

Yes, another game that sees cameos from one of the biggest franchise of video game history. Look, it was the 90's and Resident Evil was a global smash, with everyone talking about Raccoon City and the T-Virus. It only makes sense that not so great games tried to pick up on their success, by including certain characters as unlockable players. Claire Redfield and Leon Kennedy reporting for snowboarding duty, dude. The developers even threw a zombie cop from Resident Evil 2 in there, just for good measure.

Doom Marine - Duke Nukem 3D

One of those moments in a Duke Nukem game where 3D Realms just couldn't help themselves. With Doom being much more successful than Duke Nukem 3D, they decided to take a jab at the shooter that started all shooters. Get far enough into Duke Nukem 3D and you'll come across a hell-like portal, complete with inverted crosses. At the base of this portal, you'll find the torso of a mauled Doom marine. Guess he didn't have the guts...

Chun Li - Breath of Fire

Timeless RPG, Breath of Fire, by Capcom threw in yet another one of their famous characters somewhere they don't belong. During one of your quests, you meet a master who talks about an amazing fighter. Someone who can kick at the speed of light. Sound familiar? If you thought of Street Fighter alumni, Chun-Li then you'd be correct. Sure, you can't play as her and it's only a 10 to 20 second cameo but it still counts!

Lara Croft & TMNT - Shadow Warrior

Doom and Duke Nukem rip-off, Shadow Warrior, is your average cult classic, FPS. Run around, kill some monsters, blow s**t up. Pretty simple, until you come across a cameo from Tomb Raider's very own, Lara Croft. The protagonist actually mentions that, "She won't be raiding anymore tombs." Nice touch but continue further on into the game and you can find another cameo from 90's sensations, the Teenage Mutant Ninja Turtles. Dead, but still a cameo.

Spider-Man - Tony Hawk's Pro Skater 2

The Tony Hawk's Pro Skater series has always had fun with including random cameos in their games but none stands out more than the web-slinging, friendly neighborhood Spider-Man. Neversoft could have just used a normal character dressed as the titular hero but I love them for going the extra mile. Definitely the best skater in the game, Spider-Man web slings, flips, and does whatever a spider can while racking up hundreds of thousands of points. I might jump back on after writing this article...

Donkey Kong - Wii Punch Out!

 In the Wii remake to Super Nintendo's, Super Punch Out!, there's a new boss character that you have to take on and boy, is he one of the most difficult! In Wii Super Punch Out!, you don't have to take on Mike Tyson anymore. Now you have to take on a 900 pound gorilla with boxing gloves. Don't be fooled as Donkey Kong is the hardest character to fight in the game. Good luck, it was nice knowing you...

Wesker, West, Marcus & Dom - Lost Planet 2

Mega cameos are starring in Capcom's sci-fi, 3rd person action-shooter, Lost Planet 2. An average game when it was released and unfortunately lost the test of time, this entry had a few cool cameos as unlockable players. Up to four different universe characters appeared to play with, being Marcus Fenix and Dom Santiago from the Gears of War series, Albert Wesker from the Resident Evil series, and Frank West from the Dead Rising series. The game didn't change much but being one of these bad-asses sure made me think so.

Scorpion, Reptile, Sub-Zero & Raiden - NBA Jam

Not content with throwing in one of the most powerful, political couples of the time (Bill and Hillary Clinton), Midway decided that they wanted to see what b-ball skills some of the Mortal Kombat roster has. Including Raiden, Reptile, Sub-Zero and Scorpion into the fold made for some pretty awesome basketball games. The only problem was arguing with your friends over who would play as Team Netherealm.

Tanner - GTA III

One of the biggest franchises of the time, Grand Theft Auto, decides to take the mickey out of another large franchise of the time. Everyone remembers Driver,  one of the best driving games to ever come out on the original PlayStation. Well so do the developers at Rockstar, when one of your missions has you dealing with a detective who 'runs funny' and also drives a muscle car. Now they don't ever say his name but the running funny and muscle car part? Definitely a rip on Tanner and his later installments when he has the ability to get out of his cars.

Heihachi & Xiaoyu - Smash Court Tennis Pro Tournament 2

Heihachi has appeared numerous times in a number of different games but who knew the billionaire CEO could use a racket? It seems that when he isn't planning on killing his son and ruling the world in Tekken, he's working on his serves. First time cameo for Ling however, which makes me wonder why they included her and not, say, Kazuya or Jin? The Mishimas could put their rivalry to the side for a few doubles games...

Solid Snake - Evolution Skateboarding

One of the Tony Hawk's Pro Skater imitation rip-offs, Evolution Skateboarding was pretty much a simple, skateboarding game. Complete with challenges, time limits, decent graphics, and an amalgam of different tricks to pull off, this game wasn't so bad when you got into it. Unfortunately, the THPS franchise completely overshadowed any skateboarding game that tried to release. One way to put your game on the map is to include a cameo as a playable character. None other than 90's stealth-hero, Solid Snake from Metal Gear Solid.

Samus & Link - Super Mario RPG

In the 90's, RPG attempt at putting Mario in a genre he definitely didn't belong, Super Mario RPG was a surprisingly great game. Taking on RPG roots, a level-up system, and turn-based battles, this game happened to also include some cameos from other Nintendo icons. In one part of the tavern/inn, Link can be found sleeping in one of the beds. Approach him to try and talk and he will just sing one of the iconic Legend of Zelda songs. Samus from Metroid is also sleeping in a bed but this time it's in the Royal Mushroom Castle, where she lets you know that she is "Resting for Mother Brain." We'll just leave you both there until your game time comes around.

Altair Ibn-La'AHad - The Witcher 2: Assassins of Kings

You wouldn't expect to see it in a serious RPG like The Witcher 2, but it does give you a small hint in the game's title Assassins of Kings. Approaching one of the destroyed barns in one of the towns will have you come across a broken hale bay cart. You even notice a dead person in a white, hooded outfit, so you move in for a closer look. At this point, it's 100% clear who the developers are trying to mock. It seems Altair (from Assassin's Creed) was attempting to assassinate one of the kings in the game but failed to land one of his famous eagle drops correctly. Oh yeah, you know he's dead.


Proving that video games and cameos are a fantastic mix, even when it doesn't make sense at all, cameos are the stuff of much conversation. I hope you enjoyed and probably even learned about some cameos you didn't know where there. Thanks for reading our latest listicle!

So what did you think? Did I miss any major video game character cameos you think should have been included? Don't forget to leave a comment below!

The Story So Far -- The Resident Evil Cast (Part 2) Fri, 07 Apr 2017 16:00:02 -0400 Ricardo melfi

DISCLAIMER: I have tried to keep this piece spoiler free but some of you may not agree that it is. You have been warned.

Welcome back to 'The Story So Far-- The Resident Evil Cast Part 2. In Part 1 to this issue, we went through a fair few characters (21 to be exact) that appeared throughout the Resident Evil series. Their histories throughout the franchise and their current status were discussed but there just wasn't enough room for all of them. Unfortunately, I won't be covering the characters from Resident Evil 7 as I plan on doing a review very soon. Stay tuned for that but as for now, get ready for the remaining 18 characters!

Albert Wesker

Albert began his path to heinous villainy as the leader of S.T.A.R.S (Special Tactics and Reconnaissance Squad) 'Alpha' team, acting undercover for the Umbrella corporation back in the first Resident Evil. He is responsible for a large number of squad members' deaths, including 'Delta' squad. Wesker has been the series' antagonist for as long as I can remember and has been one of the coolest, I might add. Never mind that he looks like Neo from The Matrix, Wesker is one messed up dude who is constantly in our heroes' way.

Injecting himself with a prototype virus in Resident EvilWesker was eventually found out and killed by Jill and Chris. He didn't stay dead though, as the virus resurrected him and gave him superhuman powers, such as increased strength. 

Some time afterwards, Wesker planned to betray Umbrella for his own gains (surprise, surprise) and managed to escape from his 'employers'. This prompted a series of attacks to and fro between Umbrella and Wesker, in which he attempted to gain intel and samples of viruses for mass production. Running into Chris and Claire Redfield during one of these instances, his face was badly burned by Chris during a tense fight.

Capturing Jill Valentine later on during the events of Resident Evil: Darkside Chronicles, he managed to implant her with a prototype mind-control device, in her cleavage. Hey, Wesker's a man too you know? Using Jill against her former comrade in arms, Chris and newcomer Sheva, they managed to save Jill and bring her back to the light by destroying the implant.

An enemy to almost everyone in the series, Wesker betrays nearly all he comes across in his ultimate desire for power. Returning from the dead time and time again, it seemed he was our enemy forever. Until Chris and Sheva sent rockets flying into his eyes circa Resident Evil 5. We haven't seen him since. It's been kind of lonely...

Current Status: Dead... or is he?

Brad Vickers

'Chickenheart' was so named for abandoning 'Alpha' team at the first sign of trouble back in Resident EvilRunning and leaving his team for dead, how Vickers made it into S.T.A.R.S in the first place is beyond me. We don't hear or see Brad for a while in the series, until the infamous Nemesis catches up with him in Resident Evil 3. 

Trying to escape the city, Jill runs into 'Chickenheart' at the RCPD (Raccoon City Police Department made famous in Resident Evil 2). He explains that Jill needs to get out of the city as there is something monstrous chasing them. Well, speak of the devil and he appears. Brad has one final moment of being an ultimate coward as he cops a bio-engineered tentacle to the face.

Current Status: Dead

Luis Sera

Luis Sera appeared in Resident Evil 4 and was the former researcher for Osmund Saddler. He went against his cult leader and, even though he was a bit of a douche at first, assisted Leon in rescuing Ashley Graham. Together they were successful in stopping the Plaga virus, along with Los Illuminados.

Discontented with the way his superior was using the virus, he contacted a rival party, unknowingly led by Albert Wesker. Ada Wong was also involved as Sera's contact among the rural towns of Spain. When the time came, Sera was unfortunately killed by Osmund via impalement-tentacle to the chest. Before dying however, Luis was able to give Leon and Ashley the Plaga antidote and left all his research. What a nice guy...

Current Status: Dead

Jack Krauser

A hardcore kind of guy, Jack Krauser spent his entire life in the military and mercenary groups, believing that he couldn't function in 'normal' society. He worked alongside Leon in a few missions for the SOCOM initiative but there was always something missing for him. That something (or rather someone), was Albert Wesker.

A man with loyalties even more lenient than Wesker himself, Krauser worked for the antagonist and actually was amazingly loyal. Go figure, right? Jack began to have a certain distrust of fellow operative Ada Wong, and rightly so, as she had been aiding Leon on and off in Resident Evil 4. Sent to deal with Leon as the contact for Ashley's retrieval, the former allies ended up fighting a messy battle. Krauser had mutated his arm into a bulletproof monstrosity (thanks to Wesker) but was eventually defeated, exploding into a disgusting mess.

Current Status: Dead

Codename: HUNK

Whispered and ushered in room corners are tales of an Umbrella security officer so amazing that none actually know if he's real or not. HUNK is basically the stuff of legends for the last 20+ years, starting off as a gimmick and ending up with his own story. One of the (if not the most) popular characters in the Resident Evil franchise.

Beginning as the leader of the ill-fated 'Alpha' team from the U.S.S (Umbrella Security Service), Hunk and his team were responsible for the contamination of Raccoon City in Resident Evil 2. All of his team were massacred, with HUNK being the only one alive. Many successful missions later (with HUNK the only survivor every time) has earned him the nickname, 'Grim Reaper'. 

A playable character in many bonus and side missions, HUNK is definitely a fan favorite, even if emotionally devoid.

Current Status: In the Field

 Josh Stone

Josh is a member of the African sector of the B.S.A.A (Bio-terrorism Security Assessment Alliance), and was responsible for training Sheva Alomar for eight months. Over the course of her training, the two formed a strong bond, in which Stone continually refers to her as the little sister. Just as determined as Sheva to keep bio-weapons out of their continent, Josh fights hard in Resident Evil 5, crossing paths with his former trainee and Chris Redfield.

Many battles ensue during the events of Resident Evil 5, with Stone proving to be a formidable ally and eventual savior. Working with the duo (and his own team of course), Josh manages to assist in almost every fight during this time frame and eventually airlifts Sheva, Chris, and the newly emancipated Jill to freedom. 

Current Status: Unknown

Barry Burton

Fan favorite Barry Burton began his journey way back in the first Resident Evil as S.T.A.R.S 'Alpha' team's weapons expert and revolver enthusiast. An uneasy history exists between Wesker and Burton, as he was blackmailed by Wesker in the first game to move against his squad mates. Trapped in between a rock and a hard place, Burton did everything in his power to assist his team mates Jill and Chris in solving the mystery to the 'Umbrella mansion'.

Finally turning against Wesker towards the end of Resident Evil, Burton comes clean to his team mates and helps them overcome the odds. We see Barry once again in Resident Evil 3 and since he is a member of S.T.A.R.S, we know that Nemesis is after him as well. During the escapades here, Barry is able to assist Jill and Carlos during their escape attempts and even manages to make it out himself.

Becoming somewhat of a mentor to the Redfield siblings, his daughter Moira became close with them too. Convinced to enlist in the B.S.A.A by Chris, Barry instead became a combat and weapons specialist adviser to the younger recruits, including Chris. 

Fast forward years later and Barry finds his daughter, Moira, kidnapped along with Claire Redfield. Resident Evil: Revelations 2 marks the first time players could actually control Barry as a main character. Working through the asylum of nightmares, Barry was able to navigate the institution and reunite with the duo thanks to a mysterious little girl he met on the beach, Natalia Korda.

Current Status: In the Field

Excella Gionne

Appearing first for a brief time in Resident Evil: Revelations, Excella came from a background of aristocratic, wealthy families who ran the export-import trade around Europe. Not satisfied with her current state (ungrateful much?), Excella joined up with Wesker to fund the creation of the Manjini and Plaga viruses. This was in order to combat the ever increasing roster of the global B.S.A.A. Taking a heavier role come Resident Evil 5, Excella was one of the antagonists in these events, crossing Sheva and Chris more than once.

After trusting Wesker (a huge mistake in this series), he ended up injecting her with the Uruboros virus after he knew she was not compatible. What transpired after was a thing of nightmares. Excella was hideously mutated and was forced to fight against Chris and Sheva. Tough break kid. Such a loss...

Current Status: Dead

Jessica Sherawat

A former member of the F.B.C (Federal Bio-terrorism Comission), Jessica is now a skilled member of the B.S.A.A. Partnered up with Chris during the events of Resident Evil: Revelations, it was later revealed that she was a double-agent working for the infamous Tricell. It seems you really just can't trust anyone in the Resident Evil series. 

Obsessed with her appearance, and very sexual in nature, Jessica uses her sexuality and fashion style to mask her massive insecurities. After the events of Resident Evil: Revelations (and her subsequent reveal as an enemy), Jessica has not been seen since.

Current Status: Unknown

Ada Wong

Another popular, fan favorite in the Resident Evil series, Ada has changed her appearance little since her appearance in Resident Evil 2. This makes her an instantly recognizable character in the universe, whereby a complex relationship with Leon takes hold.

A spy for one of Umbrella's rival companies, Ada is fully capable of navigating the apocalyptic Raccoon City she finds herself in during the events of Resident Evil 2. Sent to retrieve a sample of the T-virus created by William Birkin, Ada grew to actually care for her rival, rookie cop Leon. This gal has 'died' a few times over in the series (how she survived her huge fall at the underground lab is beyond me). However, she manages to surprise players time and again with her appearances.

After living through the events of Resident Evil 2, her and Leon escape Raccoon City only to be reunited by fate in rural Spain. Wesker had recruited Ada to work for a cell named the 3rd Organization. Crossing paths with Leon yet again, Ada was conflicted about her mission in Resident Evil 4. Eventually giving into her emotions, Ada assisted Leon with the Plaga virus, ending the cult, and retrieving Ashley from Los Illuminados. Much to the dismay of Wesker and Krauser, Ada was successful in escaping.

Appearing yet again in Resident Evil 6, Ada crosses paths with Leon once more. These two really can't get away from each other can they? Now working on orders from her assumed partner Derek Simmons (the antagonist in Resident Evil after Wesker died), Ada avoids chase from Chris, Jill, and even Leon himself. This time not letting her feelings get the better of her. Funnily enough, she is still in contact with Wesker up until Chris and Sheva take him out.

Current Status: Unknown

Parker Luciani

Jill Valentine's grizzly partner during the events of Resident Evil: Revelations, Parker was a very likable character. Another member who was originally from the F.B.C, Luciani transferred to the B.S.A.A as he felt he could do more good at this organization. Titled as the organisation's Special Weapons Agent, Luciani was a bad-ass character, taking on the worst of the leech type bio-weapons found all over the Queen Zenobia. After Jessica reveals herself for the traitorous scum she is, Luciani is perceived dead after an explosion. Not to worry though, as he was saved and found washed up on the shores of Malta. Parker continues his illustrious career at the B.S.A.A to this date.

Current Status: In the Field

Keith Lumley


A member of the European division of the B.S.A.A, Keith is your typical, womanizing, special forces soldier. Appearing during the events of Resident Evil: Revelations for the first time, his partner is Quint Cetcham. An easily likable character due to his loyalty and honor (who knew?), Lumley eventually comes to learn that his former boss at headquarters is a traitor, causing them to go on a goose-chase. Once they realized that their fellow B.S.A.A agents were not responsible, the duo attacked their former superior and nearly died during the fight. Although they made it out of the explosion (barely), Keith and Quint continue the fight. Lumley became the new leader of the African B.S.A.A, occasionally running into Chris and Sheva during the events of Resident Evil 5.

Current Status: In the Field

Quint Cetcham

If you were wondering who Quint is when he was mentioned above well, this is him. Loyal to the bone with his partner at the B.S.A.A, Keith Lumley, these two are a hard duo not to love. Some of the actual few who were loyal to their organizations and not some traitorous a**holes. Appearing in Resident Evil: Revelations, Quint and Keith manage to take down their superior (who actually happened to be a traitor) and assume his role. Honest soldiers leading honest recruits. It's how it should be done.

Current Status: In the Field

Raymond Vester

The F.B.C must be doing something wrong because they just keep losing agents to the B.S.A.A. I'm surprised that the F.B.C hasn't gotten peeved off at them yet, but I digress. Another complex story much similar to Ada Wong, Raymond is working for the B.S.A.A as a spy against Tricell. This led Raymond to carry out some very questionable orders against Chris and Jill during the events of Resident Evil: Revelations. After gathering as much information against their superior, Langsdale, Raymond saved Luciani's life by jumping in front of Jessica's bullet. The two later escaped the Queen Zenobia but Vester was nowhere to be found. It was later revealed that Jessica and Raymond were actually in fact double-agents for Tricell, attempting to steal a sample of the T-Abyss virus. My head hurts...

Current Status: Unknown

Jake Muller

Jake Muller was a playable character in Resident Evil 6though he wasn't very well received by fans. Your generic tough guy, Jake only cares about himself but during the events of the game he forms a strong friendship with Sherry Birkin. How cliche. Anyhow, a few early theories had stated that he was actually Albert Wesker's son but no one knew for sure. After working as a mercenary in Edonia and being injected with the C-virus beforehand, Jake found he was immune to the effects. This made his blood extremely valuable to the B.S.A.A and other organisations. Sherry was sent in during Resident Evil 6 in order to get Jake out of that bio-weapon war zone. Knowing full well that the agencies only cared for his blood, he claimed he wanted $50 million (US) for the permission to use him. 

During the intense battles that occurred during the time, Jake and Sherry saved each other's lives more than once and towards the end, he was a much nicer guy. Offering his blood to Sherry for only $50 now was a clear indicator. After surviving the Ustanak (a meaner version of the Nemesis project) multiple times, you would hope they were friends. Oh yeah, he is Wesker's son too though he is nothing like his father.

Current Status: Unknown

Piers Nivans

Another tale of heroic bravery and sacrifice, Piers is definitely a soldier we can all look up to. Working as an agent for the B.S.A.A directly under Chris Redfield, Nivans assisted the team during the events of Resident Evil 6. Crossing paths with Leon and Jake during this time, the group fought off countless Javo bio-weapons. Unfortunately, Nivans was infected close to the end of the game and as they were about to secure an escape pod, Piers threw Chris inside. As Piers began to mutate, he ended his own life while he still had some sense left in him. Some leader you are, Chris. Rest in piece friend, we hardly knew ye...

Current Status: Dead

Moira Burton

Moira is fan favorite, Barry Burton's daughter (as if the last name didn't give it away). After the events of the first 4 Resident Evil titles, Moira formed a close relationship to the Redfield siblings, with Barry acting as their mentor. When both Moira and Claire are kidnapped and wake up in an insane institution during Resident Evil: Revelations 2Barry is forced to attempt a rescue mission.

With Claire and Moira on the inside working together to get out, Moira proved herself capable in the nightmare the duo found themselves in. Bio-weapons have really begun to get out of control at this point and Moira uses her sneaking skills to navigate around the asylum. Not one to really use a gun, her weapon of choice is a crowbar, which comes in handy as more than just a club.

After the group reunite and find each other, they escape from the island and continue their close relationship as before. Moira has been safe at home with her father for some time now.

Current Status: Unknown

Natalie Korda

There is no shortage of creepy kids in the Resident Evil series but this kid just takes the cake. I mean look at that picture! Barry finds Natalia on the rocky beach he lands on during his search for Moira and Claire. Natalia plays a big part helping Barry in Resident Evil: Revelations 2 and even has psychic powers to sneak around and see any enemies (bio-weapons) that are in the area. Why this kid would want to sneak around this place is beyond me, but she says she's done it many times. Nothing weird here, right?

Injected with the T-Phobos virus and equipped with a monitor to observe fear and mutations, she is a powerful character in her own right. During the time frame of the game, she manages to meet Moira and Claire, though you later realize that 6 months have passed since the two playable narratives. What a twist.

After learning that Moira was dead, Barry was devastated but continued the mission and tried to escape the island. Alex Wesker, responsible for the new mutations (and also another of Wesker's children) had been stalking them for some time. During a cliff side moment, Alex attacks Barry and Natalia, throwing the former off the cliff and the latter by choking her. After seeing her reflection in Natalia's eyes, she recoils in terror and flees the scene.

Claire later returns to save the day and the group manage to get to safety. As of now, Natalia is an adopted child of Barry Burton, becoming Moira's sister. Oh yeah, she's alive too...

Current Status: Unknown

Alex Wesker

This beautiful creature is Alex Wesker, antagonist and person responsible for all the madness surrounding the events of Resident Evil: Revelations 2. After mutating from being injected with the same T-Phobos virus as Natalia, Alex is a hideous mess who begins stalking the group. Not wanting them to leave the island alive, she attacks the groups time and time again only to be killed by Claire Redfield at the very end of the game. A somewhat sympathetic character, she reminded me of the hunchback of Notre Dame, sort of...

Current Status: Dead


A fantastic series for the past 20+ years, I have played every Resident Evil game out there no matter what console was required. I think I was even one of the few who enjoyed all the spin-offs and gun accessory games Capcom released. It is definitely a confusing and very loosely written franchise but we haven't really questioned much of the story. As I continue to play Resident Evil 7, I'm hoping that my original question is answered. Basically, how is this tied in?

That ends Part 2 of The Story So Far-- The Resident Evil Cast. So what did you think? Did I miss anything in the character descriptions/explanations that you felt warranted a bio? Please leave a comment below!

The Story So Far -- The Resident Evil Cast (Part 1) Tue, 04 Apr 2017 16:00:02 -0400 Ricardo melfi

Note: I have tried to keep this piece spoiler free but some of you may not agree that it is. You have been warned.

Resident Evil was one of the first games to introduce the feeling of survival-horror, not just horror. The scarce ammo, intense boss fights, overall atmosphere and clunky controls all formed together to create that perfect sense of dread and despair. Dying was common throughout the game, as was solving a plethora of puzzles, but as the series went on the Resident Evil platform moved into more of an action-horror hybrid, leaving little in the way of actual scares (along with the anguish of their fans).

Resident Evil

With Resident Evil 7 released recently, the team at Capcom definitely moved away from their failing formula, opting to go for a first person, survival horror theme in the vein of games such as Amnesia, Outlast and the like. This was a massive divergence from the series and either alienated long time fans or brought them reeling back in. As I was playing, I wondered how the hell this game actually ties into the Resident Evil universe and made me think of how we got to this. Where were our favorite characters from the last 25 years?

These questions eventually led me to go back and play all the Resident Evil games, from start to finish in chronological order. Don't ask me why but I felt like refreshing myself on the characters and stories from the previous games, in hopes that I could notice something that was at least related to the seventh installment. Two days later and I abandoned my current mission in favor of a better article, delving into the characters from the Resident Evil series and where they are now. Don't worry though, I'm still playing through all the games as I type this in hopes of eventually tying in Resident Evil 7...

Resident Evil, Directors CutThe game that started it all, Resident Evil.


The story starts way up in the Arklay mountains area near Raccoon city where the S.T.A.R.S (Special Tactics and Reconnaissance Squad) members are sent on a mission. This mission was to investigate a series of cannibalistic murders in the locality.

Their leader, Albert Wesker (and one of the most prominent villains in the series), led them to the mission site; the infamous 'Umbrella Mansion'. However, unbeknownst to the team, Wesker was actually in league with the Umbrella corporation and was using the squad as a 'test' of some sort against Umbrella's biological weapons systems. A trained, military squad would determine the efficiency of these bio-weapons. Thus, the Resident Evil story begins.

Billy Cohen

Billy Cohen, Resident Evil

A former marine, Billy used his military expertise to help S.T.A.R.S member Rebecca Chambers escape a bio-weapon infected train that they both found themselves on. Aboard the Elliptical Express, trust between the two is lukewarm at best (since Billy is in Umbrella's custody as a prisoner). However, soon they are left with little choice.

Saving Rebecca's life multiple times garners some modicum of trust between them and after the ensuing chaos in Resident Evil 0, she allowed the former prisoner to go free and flee up into the mountains somewhere.

Current Status: Unknown

Leon Kennedy

Resident Evil, Leon Kennedy

Leon was a fresh-faced, rookie cop who arrived in Raccoon city on his first day to find that the area was completely overrun by zombies. Running into Claire Redfield during the first part of Resident Evil 2, they managed to navigate the city, find out who was responsible, and halted the spread of the G-virus (or did they?).

After this incident, Leon found himself as a special agent in the field working directly for the president. In Resident Evil 4, Leon navigates through towns in rural Spain and uncovers a horrible conspiracy, the bio-weapons were never stopped and have mutated beyond their original intent due to further experimentation.

Knowing that this is his life's calling (having no other experience but to drop bioweapons), Leon returns in Resident Evil 6 and crosses paths with many popular characters including working with Claire's brother, Chris Redfield, on their missions to eradicate this threat (and Umbrella) from the world.

Current Status: In the Field

Claire Redfield

Claire Redfield, Resident Evil

Chris Redfield's little sister arrived in Raccoon city just as Leon was heading to his first day of work in Resident Evil 2. Searching for her brother's whereabouts after the incidents from the original Resident Evil, Claire was roped into helping Leon stop the spread of the G-virus in Raccoon city.

After parting ways with the rookie cop, she was abducted by Umbrella (or was it?) and kept against her will in an undisclosed island location. Finding her way out of this mess was even more dangerous as she wasn't the only prisoner. Finding other prisoners and the ghastly experiments carried out was enough to give Claire her escape push in Resident Evil: Code Veronica. Fortunately, she found her brother even though it seemed as though she never would. Family reunions, am I right?

You'd think that these two incidents would be enough to get Claire to escape somewhere relatively safe and unknown, but our little daredevil just couldn't sit tight with all the bioweapons running loose in the world. The last adventure Claire found herself involved with her brother's friend and squad mate, Barry Burton, while trying to keep his daughter safe.

Waking up in yet another demented prison in Resident Evil: Revelations 2, Claire learns that zombies and the bio-weapons she faced so far are nothing compared to what was being carried out here. Stuff of nightmares...

Current Status: In the Field

Carlos Oliveira

Carlos Oliveira, Resident Evil

A former mercenary and freedom fighter, Carlos was one of the few characters that I actually came to really like in the series (which is a shame that he wasn't used again). Due to his past, Carlos was recruited by Umbrella as a security officer and was deployed with his team to help defend and secure Raccoon city against the zombie outbreak in Resident Evil 3: Nemesis. Little to their knowledge, they were actually just cannon fodder for the Nemesis project.

As the Nemesis continued to decimate both S.T.A.R.S members and the Umbrella security team, Carlos teams up with Jill Valentine in her attempt to escape the city. During their living nightmare, the duo manage to find a cure for the T-virus just before they escape Raccoon city.

Current Status: Unknown

Steve Burnside

Steve Burnside, Resident Evil

A prisoner on the isolated Umbrella island Claire finds herself on, Steve was a plucky character whom I started to get fond of in Resident Evil: Code Veronica.

Helping Claire solve the mystery to the island and uncovering a sickening plot, with bio-weapons as the basis, Steve suffered the same tragic fate that many have in the Resident Evil series. He was infected with the virus and turned into a horrible, mutated bio-weapon himself. Claire had no choice but to put him down. Sad times.

Current Status: Dead

Sheva Alomar

Sheva Alomar, Resident Evil

Since the events of the first three Resident Evil games, the virus has run rampant across the globe. An elite operation was put together among the world's governments named B.S.A.A (Bioterrorism Security Assessment Alliance).

Working for the African branch of the alliance, Sheva fights to keep bio-weapons out of her continent. In Resident Evil 5Sheva joins up with Chris out in the field, attempting to uncover the reasons behind the current outbreak in Africa.

While collecting pieces of the puzzle and fighting off hordes of much smarter, faster bioweapons, the duo run into an old friend from Chris Redfield's S.T.A.R.S days, Albert Wesker.

Current Status: Unknown

Rebecca Chambers

Rebecca Chambers, Resident Evil

 Rebecca Chambers is the sole survivor of S.T.A.R.S 'Bravo' team, in which Jill and Chris found her hiding, terrified, in a closet. After what she had just been through on the Elliptical Express with Billy in Resident Evil 0, you think she would've had more stomach for this kind of thing, but I digress.

Rebecca is a field medic and is capable in her own right, as proven in the prequel to Resident Evil but hasn't really been seen since those two installments. Could she be making a comeback? I highly doubt it...

Current Status: Unknown

Chris Redfield

Chris Redfield, Resident Evil

A brief member of the original S.T.A.R.S 'Alpha' team, Chris began his life mission to eradicate bio-weapons after the 'Umbrella Mansion' incident. Saving Rebecca's life alongside Jill Valentine and his squad, Chris cleared the threat from the mansion and went on the search for his sister, Claire.

After an intense search, Chris was finally able to locate his sister on an isolated island owned by Umbrella, taking place in the events from Resident Evil: Code Veronica. Due to both his and Claire's efforts (let's not forget poor Steve too), they managed to reunite with each other and escape the island.

After everything he was put through, Chris has a massive chip on his shoulder against Umbrella and bioweapons. He takes the show on the road by enlisting in the B.S.A.A and continues to fight bio-weapons all over the world. There's also been some strange rumors that he was recently spotted in an Umbrella helicopter, assisting some stranger in redneck county. That can't be right though, can it?

Current Status: In the Field

Enrico Marini

Enrico Marini, Resident Evil

Not exactly too much to elaborate on here but Vice-Captain Marini was a member of S.T.A.R.S 'Bravo' team who arrived first at the Umbrella Mansion. We find out that Albert Wesker is responsible for his death in Resident Evil by shooting him.

Current Status: Dead

Richard Aiken

Richard Aiken, Resident Evil

Another member of the S.T.A.R.S 'Bravo' team, Richard was attacked by a mutated snake bio-weapon in the Umbrella mansion during the events of Resident Evil. He was poisoned and needed an anti-venom to survive but unfortunately, Jill and Chris didn't make it back in time. Prior to his demise, Richard was the team's radio communication specialist. Alternatively, if you played as Chris, Richard meets his end trying to help Chris fight off carnivorous, mutated sharks. I don't know which one is worse...

Current Status: Dead

Edward Dewey

Edward Dewey, Resident Evil

The helicopter pilot for S.T.A.R.S 'Bravo' team, Edward is one of the first to meet his fate when the initial touchdown occurs in Resident Evil. Approaching the dreaded 'Umbrella Mansion' was the last thing Dewey would do and mutated, carnivorous dogs are the last thing he would see.

Current Status: Dead

Forest Speyer

Forest Speyer, Resident Evil

Yet another member of S.T.A.R.S 'Bravo' team, Forest was already found dead in the 'Umbrella Mansion', much to the dismay of 'Alpha' team. They didn't have to wait long for a reunion, however, as Speyer came back from the dead to attack his former team mates as a bioweapon in Resident Evil.

Current Status: Dead

Kenneth Sullivan

Kenneth Sullivan, Resident Evil

Remember the guy that we found a fresh faced zombie eating in the beginning moments of the first Resident Evil? Yeah well, it's this guy. Poor Kenneth was zombie chow straight out of the gate, having been decapitated and eaten by Chris and Jill's first zombie encounter at the 'Umbrella Mansion'.

Current Status: Dead

Joseph Frost

One of the members of the second landing, Frost is the bandanna toting, wannabe bad-ass of S.T.A.R.S 'Alpha' team. Unfortunately those menacing mutated dogs were still in the area during Resident Evil and after finding Edward Dewey's half eaten corpse, he met his end the exact same way.

Current Status: Dead

Jill Valentine

Originally the explosives expert in S.T.A.R.S 'Alpha' team, Claire has a long and storied history in this franchise. She started her journey with Chris Redfield in Resident Evil, helping to destroy the G-virus and secure the area. After escaping from this initial nightmare, Claire finds that she is trapped in Raccoon City with a determined bioweapon hot on her tail, Nemesis.

She meets up with Carlos Oliveira in Resident Evil 3, during this time the two try to find an escape. The eventual destruction of the Nemesis bio-weapon allows her to obtain her freedom from Raccoon City before it is nuked to all hell.

Founding the global B.S.A.A, Jill retains her hands-on position as field agent and works once again with Chris Redfield to bring down an Umbrella facility in Russia during the events of Resident Evil: Darkside Chronicles. All goes somewhat according to plan before she is kidnapped by Albert Wesker and implanted with a mind control device (in her cleavage). If this wasn't enough, she was then used against Chris and Sheva in Resident Evil 5. The duo managed to not only save their friend without hurting her, but also remove the implant. She carries out a few routine missions with Sheva's mentor, Josh Stone and Chris Redfield yet again.

Sometime after this, Jill hears word that Chris has been kidnapped by a bioterrorist organisation and sets off to help the man that saved her life more than once. Chris is being held aboard the luxury cruise liner, Queen Zenobia, in Resident Evil: Revelations but it turns out that this was a trap set to capture her. Her partner, Parker Luciani, does his best to help Jill in this situation but the evolution of much more powerful, leech type bioweapons infest the ship. During this time, Chris and his new partner, Jessica Sherawat board the same cruise liner in their efforts to locate Jill and figure out what the hell is going on.

Current Status: Unknown

Sherry Birkin

The child of Dr. William and Annette Burkin, Sherry has been involved in the bio-weapon incidents since she was a small child. Appearing for the first time in Resident Evil 2 during Claire's play through, Sherry is more capable than one would think. Not understanding much of what was going on, her father was mutated by the T-virus after Umbrella's security team attempted to execute him. This was the beginning of the end for Raccoon City (and most of the world).

Unfortunately for Sherry, William continued to stalk her and Claire so that he could infect young Sherry (as she was a viable host). The duo escaped from Raccoon City after destroying her 'father' and made it out just in time as the bombing began. While applying an antidote to Sherry's infectious situation, she managed to possess amazing healing properties instead of just turning into a bio-weapon. This allowed her to have a very storied future in the franchise.

After a decade or so of constant experimentation and protection from the U.S government, Sherry was finally able to transfer to the D.S.O (Department of Security Office) where she was an adept and useful agent. Landing in Edonia, Sherry was sent on a mission to find and secure Jake Muller, a mercenary who's blood was absolutely precious. His blood was sought after by the D.S.O due to the fact he had not mutated from the C-Virus he was injected with in Resident Evil 6. Working together to get out of this mutated war zone, Sherry and Jake run into fan favorites Chris Redfield (with the B.S.A.A) and Leon Kennedy as they fight the J'Avo, a new type of C-Virus bio-weapon. After being captured by the enemy and having more experiments carried out on them, Sherry manages to save Jake's life and get them both the hell out of there! A strong friendship grew between the two afterwards.

Current Status: In the Field

Mikhail Victor

Another of Umbrella's security force deployed with Carlos Oliveira and the rest of 'Delta' squad, Mikhail was a fine leader and soldier hailing from the crumbling U.S.S.R. Appearing in Resident Evil 3 meant that his job was to evacuate citizens and help curb the bioweapon threat from Raccoon City. As we all found out from Carlos' story, Umbrella had a much more devious plan in mind. To test out the bioweapon known as Nemesis.

As this monstrosity entered the tram car that the group (and Jill) found themselves in, Mikhail ordered them all to flee while he held off the Nemesis system. Due to his wounds, Mikhail wasn't going anywhere but he managed to pull the pin on his grenade, sacrificing himself for Jill and his squad, buying them more time to escape.

Current Status: Dead

Nikolai Zinoviev

Nikolai was yet another mercenary that was deployed in Raccoon City with Umbrella's 'Delta' security squad back in Resident Evil 3. Even though he is a member of the squad and is helping the others fight off the bioweapon menace, Nikolai was actually a secret member of Umbrella's group, named The Monitors. He already knew what the mission actually was and is ruthless in his mission to let the Nemesis kill off S.T.A.R.S members. Nikolai attempts to fake his death so that the others will leave him alone but fate actually had that in store for him as he is killed (off screen).

Current Status: Dead

Ashley Graham

Ashley is the president's daughter whom Leon Kennedy is sent to retrieve in Resident Evil 4. Kidnapped by a bioweapon terrorist cell, Los Illuminados, Ashley was being held among the towns of rural Spain and later found by Leon mid-game.

During this time, Leon and Ashley attempt to escape the nightmare situation they find themselves in with a new type of bio-weapon infecting the villagers. After learning that they have both been infected with the Plaga virus, the two searched desperately for a vaccine. Ashley continued to be taken away from Leon time and time again, but he was determined and eventually rescued her for good. They also managed to find an antidote and remove the Plaga virus from their bodies.

Current Status: Unknown

Ingrid Hannigan

Ingrid is one of the few characters who actually stays behind the scenes and assists other agents in the field via telecommunications. Appearing in Resident Evil 4 and then later again in Resident Evil 6, it seems that Ingrid is pretty much Leon's go to gal when it comes to radio assistance. A dedicated and honest member of the F.O.S (Field Operations Service), Ingrid does what she can to keep her agents alive in the field and also carries out further reason to her causes, such as finding out more about Simmons (an antagonist from Resident Evil 6).

Current Status: In the Field

That ends Part 1 of The Story So Far -- The Resident Evil Cast. Stay tuned for Part 2 coming very soon where we finish off the remaining, 18 cast members!

So what did you think? Did I miss anything in the character descriptions or explanations? Please leave a comment below!

What Makes Resident Evil So Great, and Whether Or Not Its Future is a Problem Mon, 19 Sep 2016 08:00:01 -0400 Rettsu Dansu

E3 2016's Resident Evil 7 trailer is a fantastic example of what I love about that expo. It's the reveal of a game that no one was expecting but are nonetheless excited for -- in such a way that it absolutely blows your mind. Barely anyone expected to see that title at the end of the trailer. The realization that everything you just saw was the new Resident Evil, a main entry in the series that goes back to horror in a way that we want it to, was a fantastic feeling.

Or is it? One of the reasons it was so unexpected was because the type of game shown off in that trailer -- and in the demo. It isn't quite Resident Evil. Despite major changes throughout the whole series, it's always been about biological monsters, not whatever we have so far. Arguably, we could have a situation like in Resident Evil where the enemies are sort of human, before their heads fall off and giant centipedes come out.

What's more important though is the way in which the first part of that trailer, and the demo, present horror. The classic Resident Evils (1, 2, 3, 0 and Code Veronica) create horror through resource management, environment, and atmosphere, while the direction for RE7 seems to be one that focuses on the mystery and the unknown. It's not bad, not bad at all, but it's not what Resi fans want. Capcom has promised that the tone of the demo wasn't particularly representative of the full game, however the second trailer is incredibly similar and hasn't cleared anyone's doubts.

But it's Not All Bad

That being said though, there are a number of things the demo has shown us that I think people don't seem to have noticed. These things connect Resi 7 to previous titles in the series, design wise. So, if you haven't played the demo yet or just haven't noticed them, I'm here to explain to you what these things are.

First, however, I'll need to explain what makes the classic Resident Evil formula so great, to give you an understanding of why it's important that these aspects return.

Dodgy Controls


Yes, I just said that. Resi's control scheme is a large factor in how scary it gets, however most people focus on how frustrating it can be.

The original RE games use 'tank controls'. Unlike most games in which you point the joystick in the direction you want your character to move, your character is instead controlled much like a tank. Basically, pushing the stick forward moves your character forward, and pushing sideways rotates your character. You have to first rotate your character before you begin to move.

Now, I could argue that once you get used to it, the controls aren't that clunky, but the obvious question would be 'why can't we just you just have normal controls?'. In my opinion the slightly higher level of concentration required to control your character means that if you get stressed or scared the controls can start to get in the way. Thus increasing your level of stress and fear. However, there is a much more important reason.

Knowing Where You're Going


Resident Evil was born in an era in which video games were still figuring out how to give players control over the camera in such a way that movement in 3D works perfectly (arguably, we still are). However, Capcom decided to completely ignore it and gave the player absolutely no control over the camera at all.

Resident Evil's world is portrayed to the player through an interconnected string of static camera angles. The camera rarely moves, however as soon as the player moves out of view the camera changes to a different one somewhere closer to the character.

Tank controls are required in this situation to prevent the player from being disoriented. Consider how this camera would work where the player is allowed the usual control scheme.

Say the player moves left across the screen, the camera angle changes and suddenly 'left' is a completely different direction  in relation to the player. The character would immediately change direction. If you don't understand what I mean, play the first Devil May Cry and you'll find out. In the tense, claustrophobic situations Resi presents, this could ruin things. With  tank controls, forward always means forward no matter what direction we're looking in, and it's easier to determine your character's movements.


Enter the Film-Like Horror

So why do we need this type of camera? We need it for horror.

A good horror film creates fear through 'sensory deprivation'. We fear what we can't truly understand, so when a film removes our ability to see the danger it forces us to use all of our senses and focus our attention on the scene in an attempt to figure out what's going on. When we begin to realize that it's difficult to determine where the danger is, where it could come from, or even how dangerous it is, that's when fear starts to settle in.

Resi's camera angles achieve a very similar affect. Enemies usually come from outside of your viewpoint. You can hear them, sometimes even see their shadows, but you aren't allowed to move the camera to see them. It creates this haunting atmosphere that the player becomes immersed in simply because they need to concentrate on every clue the environment offers that danger could be around the corner.


Holding Long

However the film techniques used in the original Resident Evil's don't end there. Here's one of my favorite examples:

There's a technique in film called holding long. This term is used the director doesn't end a scene as soon as we think it would. For example, a character leaves a scene and we're left watching the same spot. It causes us to concentrate on the scene and wonder in suspense about what could be happening.

There's a cinefix video that explains this quite nicely.

The remake of the first Resident Evil actually manages to utilize this technique. Not just through a cutscene, but through the gameplay itself.

We have been taught through thousands of films that when important events stop occurring the scene changes. This is why holding long on a shot is effective. Throughout the first couple minutes of Resident Evil we are taught that when we walk out of view, the camera changes. Which is why when this happens, it's weird.

To give you some context, at this point in the game you've seen your first zombie. You're unable to kill it yourself so you feel quite weak. As you explore more of the mansion, you hit a dead end and find a knife. You pick up the knife and turn back, however for some reason you walk right off the screen and nothing happens.

Now this doesn't have quite the same effect, as a gamer would probably assume that the game has some lag or it's frozen. What's really important is what happens next.

Without the player's control, Jill walks backwards into view. This causes the player to question the entire situation, until they see the hand appear from around the corner and they understand what has happened.

This combination of suspense and then release is the essence of horror, but the addition of a disconnect between the player and the game makes you feel helpless and confused. It adds to the suspense as suddenly the game doesn't work how we were taught it should.

What's even better is that this scene has three main purposes: The first is to teach you how to use the knife, it's not easy to get out of there without being grabbed by the zombie and having to use the melee weapon. The second is to teach you that the game will sometimes pull this type of thing on you. The third however, is the most important.

You Are Never Safe

The reason why the appearance of a zombie in that location is truly confusing is the fact that we were backtracking. The player had already been through that hallway, had seen that there were no zombies in the area, and had probably assumed that they were safe.

But a zombie turned up anyway.

Resident Evil is a game about exploring a mansion, hence the term Resident Evil. As you explore you'll be returning to places you've been before in order to solve puzzles. Unlike games like Castlevania Symphony of the Night or Metroid enemies don't usually respawn once you leave the area. Once an enemy is dead, it stays dead. Unless you don't burn the body, in which case you're screwed.

Again, we're taught to think a certain way. Surely when I return to an area I've been to, it should be safe because I killed all the enemies. But no, certain interactions trigger certain events to occur in certain areas.

For example, you defeat a snake boss and pick up a key. You go to use the key somewhere else, returning to a previously explored area. However, this time the windows smash and some more zombies jump in. You never know what could set off an area to have more enemies, and this creates an environment where you feel like anything could come at you at any time.

And this is all emphasised by music. If you never understood how music could create emotion, then play Resident Evil. The safe room music is so superbly done that even though its the safest place in the game, you still feel afraid that something could break in. It's mainly soothing music, but with this creepy undertone that reminds you that while you're safe now, you have to go back out there at some point.

This feeling would mean nothing if Resi's gameplay didn't fit. The areas you explore in each game are metroidvania-like, in which you scour the mansion for things to find, meeting locked doors and enemies along the way. Eventually you'll find a key that allows you to unlock certain doors, requiring you to go back to each area and see where that key works. Let me just say that this is really fun, the feeling when you find a key is like no other. It's a feeling of endless possibility... until you get that message that says the key has no more use and you throw it away.

This design encourages backtracking, which allows the constant fear of danger to take full effect. If we were constantly moving forward then there wouldn't be too much to be afraid of.

However, none of what I just said would be scary if it wasn't for the way that Resident Evil deals with death.

The Death Penalty

I could write an entire article about how video games should penalize you when you die, because in my opinion it's something that's really hard to perfect.

Every fear portrayed in a film usually connects to death. What truly scares us is either being so immersed that it feels like it's happening to us, or that we don't want those characters to die.

This doesn't work in a video game, the developers can't just have you die and end the game altogether. So any fear of the death of your character is immediately removed once you die the first time, and see your character come back to life afterwards. There are only a few games where permanent death works.

Fearing death in a game helps to make the game more immersive. It allows tense situations to be tense for the player. Really, any game could be improved with a proper death penalty. However, horror games require them, because horror games need to generate fear.

So this asks the question of how we penalize the player when they die. The obvious answer, which is what most games use, is to cause the player to lose progress. Either pushing the player back to a checkpoint (pretty ok), back to the start of the level (pretty mean), or back to the last save (even meaner). Dark Souls has its own rather unique method of punishment in which you lose your unused exp, however this doesn't avoid the major problem.

Losing isn't Fun

We play video games to have fun, arguably, and this is where death penalties create issues. There's almost no way to take something away from the player and have them actually enjoy it, it just doesn't work.

The more you take away from the player, the more tense the situation is. Therefore it's almost impossible to create an incredibly tense situation in which the player doesn't feel terrible once they end up dying.

Unless You Cheat

Resident Evil takes the incredibly mean route and forces you to load your last save when you die. This isn't always great because you could forget to save and end up losing hours of progress. What's even meaner, however, is that saving in Resi requires you to use a finite resource, and it isn't too common either. This means that you have to spread out your saves so you don't run out.

Basically, if you die in Resi you have quite a lot to lose. Or do you?

Resident Evil is a game about learning, as I've said before. It's about finding items and using logic (and sometimes just guessing) to find out where you need to use those items. A player who knows what they're doing can finish the game in a couple hours.

What this means, is that even if it was 2 hours since your last save, if you die it would only take you about 10 minutes to get back to where you were. Most of that time you just lost was spent finding where the items are used, now that you have that information you don't waste that time. Not only that, but you know where all the enemies are so there's no need to be cautious.

This -- in a way -- is the best of both worlds. When you're being attacked by enemies, in the heat of the moment all you can think about is the amount of time it's been since your last save, so it's tense. But if you eventually die, it doesn't sting so much because you begin to realize that all you need to do is run to a couple of specific rooms and you'll be back.

This doesn't work for all games, because not all genre's can have this puzzle style implemented. We can't really learn from RE in this retrospect. However, Dark Souls has a similar situation, in which you learn your enemy's patterns and learn how to deal with them better. So perhaps this is just an aspect of good game design.



In my opinion, the way that Resident Evil deals with death is integral to creating fear while playing it. There are a number of things that I haven't mentioned that other people might think are just as important, such as resource management, atmosphere, or zombie dogs. But I don't think any of them would be scary if we weren't actually worried about the death that came along with it.

This is exactly why I think that RE contains examples of good jump scares. It's quite popular recently to hate on jump scares, and with good reason. They're an easy way to make people scared, but they're usually used way too often and with not enough thought put into them.

Here's the problem, a jump scare isn't particularly a "scare", it's more of a simple reaction. It's your body reacting to possible danger by waking up all the muscles, and it's unpleasant. You could argue that it's possible to "fear" a jump scare, but I would say that that's more like the way one would act when they're about to experience pain. This is the same feeling the people abuse to make people go insane through torture.

This could explain why we enjoy watching people play games with jump scares in them, but there isn't as much enjoyment to be had when you play one yourself.

When a jump scare is used in a well directed film, or Resi, it makes us jump, but also creates fear because they have some weight behind it. The appearance of a monster in this fashion is scary because it means that the characters could get killed by it. In RE's case, you yourself have to actually point your gun at them and shoot them. The player jumps not just because the brain is waking up, but because they themselves need to be awake to act.

If a monster enters the shot and leaves for the sake of making you jump, it doesn't really have the same effect.

Onto the Future

2000 words later, let's go back to Resident Evil 7

So RE7 has a lot of fans rather skeptical. The demo and it's trailers appear to give off an atmosphere of general creepyness, cooking pots full of cockroaches, weird men appearing out of nowhere, and a creepy run-down house. This kind of horror is something similar to Silent Hill or a number of horror indie games. There's nothing particularly wrong with it, other than it becoming rather cliche recently. However, it isn't what makes the Resident Evil series unique. But let's look at a number of ways Resi 7 could be returning to the original formula.

First of all, it's rather difficult to tell how RE7 will deal with death. Since the only way to die in the demo is to finish it, there's no way to find that out. However, there's one thing that's rather important that we need to consider.

Welcome to the Family, Son

The first thing you do in the demo is find a tape player, with no tape. Then you progress in the house and find a cupboard, which is locked by a chain. You then reach the end of the house and find pliers.

You use the pliers on the chain, which unlocks the cupboard revealing a tape, and you then use the tape on the tape player.

This might seem really simple, but this means a whole lot. What this indicates is a style of gameplay in which items must be found, and we must backtrack in order to use those items. It's an incredibly simple progression, you simply move forwards then backwards, but if the demo is in any way indicative of the full game, I think this means we'll have that same puzzle style of game with items and exploration.

And This is Really Important

If we have a game that focuses on exploration, then this creates a format for a number of the horror aspects I talked about before. It allows for random enemy placement, and replacement, that creates constant danger. This is something I'm sure other people have picked up on, but it doesn't get the focus it deserves when discussing the game.

And that previous scene isn't even the only hint towards items found through exploration, there's a hidden fuse that opens a door if you do things in a different order. Players have also found an incredibly hidden, albeit useless, axe hidden deep in the demo. This type of gameplay is what truly made Resident Evil for its first five games, and when they dropped it for RE4, that's when the series began to be more and more action focused. To me, the resurgence of this mechanic is what could make Resi 7 more Resident Evil. However, fans do still have their worries.

The First-Person Camera

RE7 is the first main series title to be in first person, and this does create some issues if Capcom really is trying to return to formula. With a completely controllable camera, you lose the camera angles that made the original games so cinematic, and loses an integral part that made the games truly scary.

So how much of an impact will this have on the game? Well it depends on how well Capcom can design the game for fear. There are still ways to create horror with a controllable camera, and there are more ways to create horror in a game than just utilising film techniques.

But this is what made Resident Evil unique. In our current era, there are so many horror games that use the same techniques. Any currently thought of design to make horror has probably already been done to death. Resident Evil is probably the only one to make horror in such a way, and even if it's not the most successful at least it's unique.

So Why Can't we Just Use the Old Way

The obvious reason for why Resi 7 is first person is because it's going to be in VR, third-person games just don't work. But there is a bigger issue.

The majority of people don't like tank controls. They just can't be bothered to wrap their head around a needlessly complex control scheme. In this day and age, when we want Resident Evil to be relevant again, we need to it to appeal to as many people as possible. I know quite a few people who, even though they'd probably love RE, just get frustrated by tank controls.

But as I said before, tank controls and the camera angles work hand in hand, you can't have one without the other. If we remove the tank controls, we have to remove static cameras.

This is exactly what happened with Resi 4, tank controls were removed, and a different camera control scheme was designed. The over the shoulder, 3rd person, camera definitely worked, but it lead towards an action focus. Now, Capcom is probably trying a third time to make this work, with the only camera system they have left to try.

Will it Work?

I'm not particularly at liberty to say, but I think it could work. We haven't truly lost the same sensory deprivation as before. There aren't many enemies in the demo, but you can still hear footsteps and creaks in different rooms as you progress. This is mostly used to creep you out, but it could hint to a later use of sound to indicate the presence of enemies in the full game.

There's also the scene in the demo where one of the characters calls your attention, and you look over to him. Once he's done talking, you look around and realise that the other character, Andre, has dissapeared.

You can still control the camera and watch the other character leave, but a first time player will get distracted and believe that Andre has just mysteriously been taken. It's this kind of design that makes me feel hopeful, as Capcom has used events to move the player's attention, and effectively forced a camera angle in a certain direction.

Most games would probably remove control from the player to show them what they want you to see. This way feels more fluid and immersive, because in a way, it is the player's choice to look in that direction.

The Story

The story is probably the biggest thing people complain about. The generic, Silent Hill-esque atmosphere and the lack of connection to previous games.

There's certainly some slight connection to the series: an umbrella logo in the game, on a helicopter, in a picture, in a hidden room, accessed by playing the demo a second time, and activating a secret (little bit of a stretch).


As I stated before, Capcom has said that the plot and tone of the demo isn't representative of the full game. However, despite the first trailer being mostly for the demo, there are some things shown in that trailer that are nowhere to be seen.

There's a montage of clips at the very end that has a certain atmosphere. There's this creepy music and a bunch of unsettling shots of forests and other things. I can't quite put my finger on what exactly the tone is, but I don't feel that it's the same cliche-creepy that we get a lot. It's actually the part of the trailer that intrigued me the most, even before I knew it was Resident Evil 7.

There's also a number of shots where things seem to deteriorate quickly, such as the wolf head. This seems to me like some kind of connection to biology, it might be a stretch, but for me this is what gives me the idea that they won't be ditching Resident Evil's biological roots.

There are a number of things in the second trailer, however, that seem a lot less biological and that create a cliche-creepy tone. The being said, it barely shows us anything. It's possible that this is just an early stage in the game where we first see the enemies we're fighting.

The monster that attacks the player could turn out to be a product of the bio-organic testing Umbrella does, but there's really no way to tell. From what I hear the character in the trailer is one that the player is trying to rescue in the full game, so perhaps the tone of helplessness is only portrayed because that character is truly helpless.

I don't think this is a representation of how the game will turn out, but a representation that Capcom doesn't know how to make trailers.

So Should We Be Worried About Resident Evil 7?

The short answer: probably not.

I mean, we shouldn't be sitting around wondering if a future game will be as good as we want it to. There's better ways to spend our time. There's absolutely no way that we can tell exactly what kind of game Resident Evil 7 will be until we can play it for ourselves, who knows what the entire experience could be like?

But as to whether or not we can predict Resi 7's quality, I think the community's current predictions are a bit too exaggerated. Resident Evil fans have been burnt too many times to be hopeful, and overhyped games have been so frequent recently that any depiction of what your game could be is not going to convince anyone anymore.

I myself am hopeful that Resi 7 will return in some ways to the original formula. It would be nice to see those things return.

Is it a problem that some things are different?

Well, I'd like to say it isn't. We're in an era currently where plenty of developers are trying to return to what their games once were (New Super Mario Bros., Ratchet and Clank), but they aren't trying to improve on that original formula at all. So instead of returning to glory, we get something we've already gotten.

It's actually quite interesting to see Capcom attempt to bring back aspects from the past, but also try to improve on them for a general audience.

And if it turns out to be just like P.T., well then we'll finally get Silent Hills.


No eye for fashion: The worst dressed characters in gaming Fri, 11 Sep 2015 02:30:01 -0400 katlaborde


Any horribly dressed characters that I missed? Sound off with your own fashion expertise in the comments below! 


Image source: Flickr

Jill Valentine (Resident Evil 3: Nemesis

Okay, so Jill Valentine's outfits aren't always bad, she looked quite lovely with her beret in the original game, but by the time she made her return in RE3, she wasn't as fashion savvy. She looks as if she's on her way to a night on the town rather than fighting off an army of the undead. While the city was falling in to absolute chaos, she was probably just in her apartment picking out the perfect shade of blue tank top for the occasion. I really doubt Nemesis gave a $#!! what you looked like, Jill! 


Image source: Resident Evil Wikia 

Tingle (The Legend of Zelda

What is Tingle you ask? Well, nobody knows, but one thing's for sure, it has an eye for outfits made for 6 month olds. I suppose when you're the size of an Ewok, you can fit into little green onesies. Oh, and that red pair of underpants he wears on the outside? It's not doing him, err it, any favors, unless he was going for jolly Christmas elf, then he's pulled that off flawlessly. 


Image source: Zelda Wikia



Rachel (Ninja Gaiden

Like Ivy, Rachel's choice in attire is all about one thing and one thing only: T n' A! While I don't find any of this inherently offensive, her costume just comes across as silly. Whether it's the gawdy head band or the dominatrix get up, it's impossible to take this character seriously when she walks into frame. And you know all this is amplified tenfold by the physics Team Ninja is known all too well for. Rachel, you're trying way too hard, honey! 


Image source: Team Ninja

Pigsy (Enslaved)

His name's Pigsy for a reason, and no, not just because he resembles a pig, but also because his clothes look like something a pig would roll around in. Calling him repulsive would be a compliment. The fact that he is an ally makes you question the kind of company that Monkey and Trip keep. Let's just say he looks as if he should be restrained from getting too close to any elementary schools. 


I will admit that the belt buckle is pretty sweet though.


Image source: Enslaved Wikia

Jack (Mass Effect 2)

On first glance, it could be thought that she's brandishing a muddy, skin tight shirt, but no, that would be a step up from what she's NOT wearing. The theme-less design is, in fact, tattoos and what she IS wearing is just a few tiny belts strategically covering her lady parts. People always say the fashion sense of the 80's was a bit ridiculous, well things haven't gotten much better in the future either. 


Image source: Comic Vine

Lynch (Kane and Lynch)

Remember Kane and Lynch? No? Yeah, well neither do I and that's probably for the best when one of its main protagonists sports a sweaty wife beater and greasy sweat pants. His choice in clothing is more akin to a lazy couch potato than a crazed bad ass. Well, I guess it does fit with the crazed part, I suppose, but that's no excuse, he could have at least put forth a little effort.


Also, I don't get how female gamers can complain about the lack of sexy men in gaming when the above photo exists. What's sexier than a middle-aged, gruff man eating cereal while wearing his tighty whities?!


Image source: 

Quiet (Metal Gear Solid 5

Alright, this one just doesn't make any practical sense what so ever other than the fact Kojima wanted to create a character that would be popular with the cosplay world. Sure, throw a rock and you're bound to hit an inappropriately dressed female character, but come on, fish net stockings and a bikini top? If they were going for the whole less is more approach, just having her flat out naked with camo body paint would have made more sense. 


Image source: Kotaku

Tidus (Final Fantasy X

I don't even know where to start with this one. I can only imagine what the designers were thinking when they were putting together this mess of an 'outfit'. A yellow jacket crop top thing with leather overalls and uneven shorts? Oh, and a blue shoulderpad just to add a bit of flavor! The character designer must have had his kid's birthday party the day before and when he saw the clown, he thought, 'Perfect! That's exactly the look I was going for.' 


Image source: Gamefaqs

Ivy (Soul Calibur series)

What's wrong here isn't necessarily what she's wearing, but what she's not wearing. Look, I'm no prude and I've never really had a problem with the more well-endowed women in gaming, but come on, Ivy's get-up is downright ridiculous. It seems like everything is just going to come spilling out at any moment. You can't be fighting against a tough opponent while wondering if you're going to have a nip slip! I suppose the Soul Calibur series felt like it had to up the ante in order to dethrone the scantily clad king, Dead or Alive.


But hey, that whip sword is pretty kinky! 


Image source: Wallpaperhi


Sometimes you can't help but wonder what designers were thinking when they created these amazingly awful outfits. From the overly tacky to the completely nonsensical, our first impressions of these characters were met with confusion and laughter. 


The following is a list of some of gaming's most fashion challenged heroes.


Image source: Gadgette

100 Best Boss Fights: 70 - 61 Fri, 21 Mar 2014 10:01:54 -0400 Death Metal Hero


Part 1: 100 - 91


Part 2: 90 - 81


Part 3: 80 - 71


Part 5: 60 - 51




If you would like to see a boss fight on the list, then please let me know.

61.) Resident Evil 3 - Nemesis

Nemesis is by far one of the most terrifying enemies to ever appear in the Resident Evil series. Not only does he have a rocket launcher, but he follows you through out the entire city. The only way Jill manages to kill Nemesis is by using a rail cannon, A RAIL CANNON! Just remember that you are never safe in Resident Evil 3.

62.) Gauntlet Legends - Skorne

Gauntlet Legends is one of my all time favorite childhood games. Nothing like a good old fashioned hack and slash game. Although there were a few awesome boss fights in Gauntlet Legends, fighting Skorne was one of the best. Make sure you have plenty of health and power-ups, you're going to need them. Just watch out for his fireballs and keep moving.

63.) Super Mario World - Bowser

Super Mario World has one of the coolest bowser fights in my opinion. Bowser uses his koopa-copter to always stay up in the air. He will occasionally drop down some mecha-koopa's, which you need to use in order to hit bowser. Watch out for when he slams his koopa-copter on the ground though, that's a real hard hit.

64.) Resistance 2 - The Leviathan

Fighting the leviathan for the first time was a most epic and intense moment. Not only does this giant throw you around like a rag doll, but if you don't hit him with a rocket then you're going to be eaten. Nothing is cooler than taking down a monster the size of a skyscraper with only a rocket launcher.

65.) Serious Sam - Ugh Zhan III

There were plenty of giant bosses in Serious Sam, but the last encounter in the first Serious Sam game was fantastic. Just getting to Ugh Zhan was a challenge, seeing as there were a few hundred enemies in your way. Once he appears you need to book it to the great pyramid and fight him inside. Don't forget to use the jump platforms, its the only way to kill him.

66.) Dark Souls 2 - The Old Iron King

What is more terrifying than a demon? How about a giant lava demon. I know Dark Souls 2 is still very new, but this boss fight had to be one of the coolest in the game. I just could not leave it out. I wont spoil how to defeat him, but keep in mind that there is lava everywhere.


*No video for this boss because I don't want to spoil the fight just yet*

67.) Metal Slug 3 - The Final Mission

The Metal Slug franchise is full of memorable and epic boss fights, but the third installment has one of the hardest and biggest quarter sucker missions of all time. The final mission has more bosses in it than the rest of the game. You have to fight about six different bosses, all with different mechanics. Make sure you have plenty of quarters, you're going to need them for this.

68.) Rogue Legacy - Neo Khidr

Rogue Legacy is an amazingly fun game that has some really difficult bosses, one being Neo Khidr. This boss will kill you in just a handful of hits and his attacks mimic that of a bullet hell game. Be patient and memorize his attack patterns, because you are going to die a lot before you manage to kill this giant eyeball.

69.) Metroid Prime 2 - Spider Guardian

The spider guardian fight requires you to essentially solve a puzzle, all while dealing with the boss. A very unique and fun fight that requires you to constantly be in the morph ball. Utilize your bombs and speed boosts to force the boss into the electric pillars, and eventually you'll win the fight.

70.) Kingdom Hearts - Sephiroth

Although this fight is completely optional, it is definitely the hardest fight in the game. Even with Sora at level 99 Sephiroth is a nightmare, just one of his attacks can take off 75% of your health. This boss has a boat load of health too, so do your best to stay alive and keep your distance from him.


There have been some really cool, and most epic boss fights in the history of video games. But with there being so many, how do we know which ones are the best? It's all a matter of opinion, with that said this is my list for the 100 best boss fights of all time. 




What makes a boss fight the best? Well a number of things; The fight has to be memorable, it can also be epic, or outright insane. A boss fight can be unforgiving in difficultly, or it can be as simple as pressing the A button. Whatever the boss fight is, all that matters is that I enjoyed it in one way or another.