Resident Evil Articles RSS Feed | Resident Evil RSS Feed on en Launch Media Network Sony Reveals Full Games Lineup for PlayStation Classic Mon, 29 Oct 2018 10:18:32 -0400 William R. Parks

In 2016, Nintendo proved that there was a strong market for officially released, standalone emulators dedicated to retro gaming, and other companies have followed suit.

This includes Sony with the PlayStation Classic, set for release on December 3.

This morning, the company revealed that their emulator will come with 20 pre-loaded games:

  • Battle Arena Toshinden
  • Cool Boarders 2
  • Destruction Derby
  • Final Fantasy VII
  • Grand Theft Auto
  • Intelligent Qube
  • Jumping Flash
  • Metal Gear Solid
  • Mr. Driller
  • Oddworld: Abe's Oddysee
  • Rayman
  • Resident Evil Director's Cut
  • Revelations: Persona
  • Ridge Racer Type 4
  • Super Puzzle Fighter II Turbo
  • Syphon Filter
  • Tekken 3
  • Tom Clancy's Rainbow Six
  • Twisted Metal
  • Wild Arms

The PlayStation Classic is currently available for pre-order, and will come with two controllers.

How do you feel about the lineup? Are there any omissions you were hoping would be included?

Personally, I would love to have seen Castlevania: Symphony of the NightFinal Fantasy Tactics, or Resident Evil 2 make the cut.

Let us know in the comments below.

New Resident Evil 2 Screens Give Look at Claire Redfield Scenario Tue, 21 Aug 2018 12:52:30 -0400 Ashley Shankle

Capcom gave us a look at some new Resident Evil 2 screenshots during Gamescom, specifically featuring heroine Claire Redfield.

Even an old fogey like me doesn't have much to complain about with the upcoming remake of Resident Evil 2. Previously we'd gotten an eyeful of the game's other protagonist, Leon S. Kennedy.

In the original game, you could play through as either character with key differences between each scenario, with further changes based on whether you'd completed the other's scenario or not.

These screenshots do contain minor spoilers.

The Resident Evil 2 remake is scheduled for release on Xbox One, PlayStation 4, and PC on January 25, 2019. Go ahead and secure your copy of this remake on Amazon today. 

Top 10 Most Badass Video Game Characters of All time Tue, 10 Apr 2018 13:40:44 -0400 Edgar Wulf



Devil May Cry 3 (2005)

Twin brother of the game's main protagonist and a highly skilled swordsman, Vergil's movement of his katana, Yamato, is so fast in Devil May Cry 3 that he can deflect incoming bullets with it and, just like his brother, he possesses the ability to transform into a demon form, further improving his speed and strength. These qualities make Vergil a formidable foe in the numerous encounters against him.




This concludes the list. Do you agree with any of the entries? Who would you add? Let us know in the comments below.


If you can't get enough of badass video game characters, then check out this follow-up list. And for more fun compilations such as this one, stay tuned to GameSkinny.


Samus Aran

Metroid (1986)

A bounty hunter best known for providing one of the biggest surprises in gaming history, Metroid's Samus traverses a fictional universe, exploring uncharted planets and tracking down space-pirates. She uses a powerful arm-cannon as her primary weapon and can turn herself into a morph-ball to evade incoming attacks or reach otherwise inaccessible locations. Whenever she defeats a particularly powerful foe in combat, she is able to gain its ability or improve an existing one.



Legacy of Kain: Soul Reaver (1999)

Once a vampire and a lieutenant to the most powerful among them -- Kain -- Soul Reaver's Raziel is sent to his death after being considered too threatening to Kain's position in the hierarchy. Stripped of his flesh and aesthetics, Raziel is resurrected by an old god, and now, in a wraith form, his thirst for blood has been replaced by consumption of souls. He's determined to exact revenge on his former comrades and on Kain himself, claiming their powers as his own.


Lara Croft

Tomb Raider (1996)

This young lady needs no introduction; Tomb Raider's Lara is one of the most recognizable characters in gaming. Known for her athleticism, smarts, and signature dual pistols, she has been raiding tombs, uncovering long-lost artifacts, and breaking men's hearts for over two decades. She is skilled at translating ancient scripts and activating complex contraptions, and during combat, she relies on dexterity and stealth rather than brute force.



God of War (2005)

While not exactly the most likable character, God of War's Kratos deserves a spot simply by being a Greek-god-killing machine. His biggest asset is his unquenchable anger, and the many weapons he uses act mostly as stress-balls for him -- something to grip tightly. Should he ever find himself disarmed, he will tear the opponent's head off with his bare hands, which he actually did with Helios'. For Kratos, it was just a normal Monday.


Isaac Clarke

Dead Space (2008)

Not your typical superhero, Dead Space's Isaac Clarke is an engineer who, along with a small crew, finds himself stranded on a seemingly abandoned starship after following its distress signal. Initially armed with nothing but a plasma cutter and, quite possibly, the coolest-looking suit ever made, he must battle through hordes of Necromorphs and uncover the source of their origin, acquiring military-grade weaponry as he traverses the dismal halls of the ship.



The Witcher 3: Wild Hunt (2015)

Cirilla Fiona Elen Riannon, or simply Ciri, is a carrier of powerful elder blood and, much like the The WItcher 3's protagonist, Geralt, a trained witcher, which makes her a skilled sword fighter. She commands a unique blink ability, which allows her to teleport quickly around enemies and strike from behind. Due to her supernatural abilities, she is being pursued by The Wild Hunt, a group of elves whose intent is to take possession of her powers. Despite the odds, Ciri is able to overcome seemingly insurmountable adversaries, often all on her own.



Final Fantasy X (2001)

An experienced warrior and a guardian to summoner Yuna, one of Final Fantasy X's protagonists, and formerly to her father. Auron carries an oversized katana in one hand and only unsheathes his other arm during combat to add more power behind each strike, which makes him command an intimidating presence even against the most formidable foes. The liquid in his flask, which is probably booze (definitely booze), is often used to ignite the katana for certain special attacks.


Albert Wesker

Resident Evil (1996)

Killed by a tyrant whom he himself helped create, Resident Evil's Wesker survives thanks to a prototype virus circulating in his veins. As a result, he becomes the series' super-villain, possessing incredible speed and strength, and an even greater ego, the combination of which, apparently, allows him to catch incoming missiles with his hands. He never misses an opportunity to mock his opponents and is only willing to spend no more than seven minutes of his precious time to deal with them.


Adam Jensen

Deus Ex: Human Revolution (2011)

After being killed by members of a black ops team during an attack on the company he works for, Deus Ex: Human Revolution's Adam Jensen is brought back to life via advanced body augmentations (even though he didn't ask for it). Armed with resolve and powerful new tools at his disposal -- including various vision enhancements and the ability to turn himself invisible or punch people through walls -- he sets out to uncover the truth behind the attack and take revenge on the group that destroyed his life.


(this is Part 1 of the compilation; for Part 2 follow this link)


The world of games is saturated with varied characters. There are brave, cute, intelligent, strong characters, and then there are badasses -- characters who stand out, whether due to their physical or mental attributes, their manner of speech, or their unique appearance. Regardless, they usually don't require the assistance of others to succeed and can conquer hardships all by themselves, should the need arise. This list features 10 of the most suitable characters in the category, and it was assembled based on the following criteria:

  • Only one character per franchise
  • \n
  • The character must be playable at any point in the particular series or be part of a playable party
  • \n

Each entry will contain the name of the character, the game they first appeared in and its release year, as well as a brief description. Click through to view the characters in alphabetical, not necessarily numerical, order.


Disclaimer: The writer's opinions herein are his own and might not coincide with those of the other 7+ billion people living on Earth.

Resident Evil 2 Remake Reveal Could Be Imminent Sat, 13 Jan 2018 15:57:06 -0500 Kerry-Lee Copsey

The official Resident Evil social media channels have updated their display picture with a brand-new logo. The design is eerily reminiscent of the classic branding used for the series’ original trilogy, suggesting news is coming.

Resident Evil 2 is set to celebrate its 20th anniversary on January 21st – just eight days from now. With news on the remake falling silent since its announcement back in 2015, this has led fans to speculate that a reveal of the highly anticipated remaster is finally imminent.

The first Resident Evil remake originally released for the GameCube in 2002, giving the visuals a complete overhaul and throwing in a terrifying new enemy. The Crimson Heads are the undead foe which would wake up upon being incapacitated to follow the player around the mansion. These improvements and additions built upon the base game to offer one of the truest and most complete survival horror experiences in gaming, so it’s no surprise fans are aching to see the second receive the same treatment.

Whether an announcement is due to drop around Resident Evil 2’s anniversary, it's purely speculation. Either way, the tease suggests something scarily exciting is afoot soon, and hopefully it’s zombies in Raccoon City.

4 Scary Games to Play for Halloween that You May Have Overlooked Fri, 20 Oct 2017 10:32:15 -0400 Allison M Reilly

It's October and Halloween is coming up, so it's that obligatory time of year where you play at least one scary game. There are the popular franchises that guarantee a fright likeThe Evil Within, Outlast, and Five Nights at Freddy's. They're fine games, but they aren't the only scary video games out there. Here are four scary games you ought to play for Halloween that you might have overlooked.

The Park

The Park is a psychological horror game from Funcom that came out in 2015. You play as Lorraine, a single mother who searches for her son, Callum, in an abandoned creepy theme park. The game explores Lorraine’s story and emotions in soliloquies as the player progresses through the amusement park as well as the amusement park's dark history.

It’s clear Lorraine suffers from anxiety and depression, and a big part of the psychological aspect of this game is deciphering what’s real and what’s a figment of Lorraine’s imagination. The Park is also a short game, only about two hours long, which is perfect since the game is less about jump scares and more about getting in your head.

You can purchase The Park on Steam for $12.99


Detention is not a role-playing game, but it's hard not to role play when you have to walk past the "lingered" and you hold your breath with the character. You play the game primarily as Ray in a deserted school in 1960s Taiwan. As you solve puzzles throughout the game, you learn Ray's story and the school's history.

Detention is a fascinating departure from some horror game tropes. Fighting and running away aren't major game mechanics, and there isn't a clear cut enemy trying to get you. Detention is more eerie than scary because you're wrestling with the consequences of a bad situation versus merely reacting to it. Much like The Park, Detention leaves you with something at the end of the game versus just providing an experience.

Detention is available on Steam for $11.99.

Bendy and the Ink Machine

In Bendy and the Ink Machine, you play as Henry, who is invited by his old friend Joey Drew back to the animation studio they worked at years ago. Joey invited Henry over to the long-abandoned studio to check out an ink machine, and that's where the game starts.

I've only played through chapter 1, and what I really like about Bendy and the Ink Machine is the quirkiness. The main character is in an abandoned cartoon studio and looks like an old 1940s cartoon itself. There's ink everywhere, the antagonist is obsessed with ink, the ink is kinda...sorta...not really blood. It's weird but I like it.

This game is a good choice if you want one that's a little more "chill" but still gets you into the spooky, Halloween mood. There are jump scares, but they don't interfere with your ability to complete the puzzles.

The first chapter of Bendy and the Ink Machine is free to play on Steam
There are five chapters total: chapters 2 and 3 cost $5.99 each while chapters 4 and 5 have not yet been released. 

Clock Tower

Yes, Clock Tower came out in 1995 for the PS1, so you either need the disc or an emulator to play this one. But, if you want to go retro for your Halloween gaming, then Clock Tower is an excellent choice that's not Resident Evil.

Clock Tower is a point-and-click game where you're constantly running around in a panic. Scissorman is chasing you, he's managed to kill everyone else in the building, he's blocked all the exits and cut off all the phone lines. You can't kill Scissorman, at least not yet, although doing so will solve everything. So, what are you going to do?

If you want a game where you're just about screaming the whole time, and fearful of giant gardening shears the rest of your life, then Clock Tower is the game to play. Clock Tower can be found on emulator or purchased online or at a retro video games store near you.

This list is by no means an exhaustive list. What lesser known horror game do you really enjoy? Let us know in the comments!

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

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!

Resident Evil Biohazard: Puzzles and Monsters Galore! Mon, 27 Mar 2017 08:00:01 -0400 ThatRainbowThing

When I first played this game, I didn't realize how much I was actually going to be doing puzzle and killing wise. But holy crap am I impressed by the amount of work and thought that went into this game. The puzzles are extremely challenging and the monsters are about as hardcore as you can get!

All The Traps

The beginning of RE: Biohazard is incredibly thrilling. I enjoyed the fact you couldn't get to the house very easily -- having to go through the woods, around to the back of the house. As I started playing, I took a lot of my time just getting a feel for the controls, and doing a little wandering before finding my way inside. There's a few puzzles you have to do in the "abandoned" home before the game starts getting really intriguing. Now in the demo, you start inside the house, and it gives you clues for the puzzles when you first start, which is also the first tape you find in the game.

Videotapes? What is this, the 90's?

Well no. But the choice of using videotapes impressed me, because I can see an old fashioned couple from the swamps of Louisiana, with grown children still having a VCR. It was a very well suited decision. I thought it was cool that if you found the tapes, you had little side missions that not only helped you through other parts in the game, but were pretty awesome puzzles in their own right. Lastly, they gave you more pertinent information about the story through other characters' points of view. I mean had I been a developer, I don't think I ever would've thought about something like that. I'm not gonna lie though, I'm not that great at puzzles, so for me they were kind of challenging.

Lucas Baker: Mad Engineer

One thing I can say is that Lucas Baker, son of Jack and Marguerite, is one smart dude. He doesn't really get the credit he deserves for being a psychopath. Lucas' traps (and there are A LOT of them) are pretty intricate and definitely some of the more interesting puzzles I've had to figure out. He's also pretty good at killing without actually having to get his hands dirty.

Monsters, Monsters Everywhere!

The Molded

Now these guys are another story, created from a hyper-evolved bacterium generated by Eveline, a little girl who was developed by Umbrella as a bioweapon. The Molded take quite a few shots to kill, and I hated them for it. You need to watch your feet too, because sometimes they crawl, or just come around corners and spike you, or explode. I had a rough time with these guys.

In some parts of the story, there's not a corner you can turn without running into one of these bad boys. They aren't like any of the original monsters of the Resident Evil games I've played, and they all seem a little more difficult to kill too.

resident evil 7, re7, The Molded

The End of Resi?

I don't think so. I believe they left it open for another game (but maybe that's just wishful thinking). Other than that, all I really have to say; I think it was a great game. I recommend it to anyone who loves a good survival-horror or is a fan of the RE franchise. Enjoy!

The 9 Best Hilarious Video Game Deaths Sat, 11 Mar 2017 09:00:01 -0500 Shark Tank Gaming

Sometimes it's just not enough to see a certain villain or comrade die in (mostly violent) different ways. You may feel the need to see them die in hilarious and outlandish ways because of, you know, entertainment and stuff. There have even been moments where the situation is supposed to be sad or upsetting, yet the way the character dies is just too good not to laugh.

We decided to compile the very best deaths that we considered hilarious (which means they have physically and literally made us LOL). Here are our 9 Best Hilarious Video Game Deaths!

Johnny Cage - Fatality

Mortal Kombat X

Yes, it is a surprise that Mortal Kombat features on list of hilarious video game deaths. But the crew over at MK have never really taken fatalities that seriously, which is perfect for scoring unlimited laughs.

The series veteran, Johnny Cage, is still here carving out fatalities against his unfortunate opponents. His latest one sees Johnny go up behind his beaten foe and literally open them up from the back, peering through the gaping hole in their torso. This isn't what makes it great though, as Johnny pays homage to one of my favorite movies, The Shining, by saying, "heeeeeerrreeee's Johnny!"

Gold... just pure gold.

Spider-Man - QTE Sequence

The Amazing Spider-Man

There's a sequence in The Amazing Spider-Man, by Activision, in which Spider-Man (Peter Parker) has to execute a string of QTEs in order to pass the scene. Not an ultimately difficult sequence to keep up with, as Spider-Man is ever graceful. However, miss just one button and Spider-Man ends up flat on his face, extremities spread out as if he was squashed like a bug.

The above video shows off all of the hilarious death animations, but the first sequence is the most funny, with another having him spread out flat after hitting a wall. Cheap laughs? Absolutely, but still hilarious...

Daedalus & Sons- Hang Glider Plummet

Red Dead Redemption

Everyone loves Red Dead Redemption, as Rockstar absolutely nailed the harsh and untamed world of the Wild West. There are a few zany missions in this gem (that is still played today by the way) but the best one in our opinion is the Daedalus & Sons, hang glider mission. You see, Daedalus is determined to be the first man to fly using a hang glider, and is even willing to risk himself in order to prove it works... by jumping off a very high cliff.

After John has finished amassing the items that Daedalus needs and progressing to the end of the mission, we see him finally take the jump. Unfortunately, his hang glider isn't quite what he expected and he plummets to his impending doom, all the while screaming in true Rockstar fashion.

Horrifying? Maybe. Hilarious? Definitely. Rest in peace friend, the world will never know of your exploits.

Face McShooty - Embracing Euthanasia

Borderlands 2

Usually when someone asks you to shoot them in the face, you consider what that could mean? The person's obviously crazy, right? So what do you do? Well, if you're playing Borderlands 2, you happen to come across Mr. McShooty who basically begs and screams for you to, erm, shoot him in the face. No sooner does he say it that a mission automatically appears instructing you to actually go through with it.

It's got to be a trick, so you wait... and wait. Once he starts to repeat himself, you think, "Why the hell not?" Now the hilarity doesn't actually stem from this moment but with the immediate, "THANK YOU!" he shouts, milliseconds AFTER being shot.... in the face.

Leon Kennedy - Big Fish in a Small Pond

Resident Evil 4

Leon Kennedy has seen some weird shit in his life when it comes to bioweapons (ahem, zombies and mutated monsters). He works hard and barely gets time off. Entering into Resident Evil 4, Leon has his work cut out for him as he has to save the president's daughter. Still, all work and no play makes Leon a dull boy, right?

Thus, we all decided to go lake fishing and started taking pot shots at the fish swimming around. It was kind of relaxing, if we're being honest. However, after taking too many pot shots at the defenseless, small fish in the lake -- found midway through RE4 -- will not end well for Leon. He thinks he can just push those fish around? Well not today!

After too many pot shots, a massive bio-weapon fish launches out and swallows Leon in one go. Yeah, that's what you get for picking on creatures smaller than you.

Carmine - Keep Your Head Down, Stupid             

Gears of War

Carmine, you poor, poor rookie. We understand that you're still working out the kinks in your soldiering but just a little piece of advice for you. When it comes to being in battle zones, don't keep your head up. Stay down, at almost every opportunity, as Carmine finds out the hard way. Kneeling to fix a jam in his gun, he cops a round to the head after not staying behind cover. Tough break, man. Maybe you'll do better next play-through... oh, it's scripted.

Rag-doll Physics - "I'm Faaaaabulouuusss"

Almost every game, ever

Rag doll physics are reason enough for spontaneous laughs almost every time. I'm not sure how these kinds of physics are supposed to make the game seem more realistic, but due to some of the rags we've seen over the decades, rag doll physics still haunt our darkest nightmares. Other times we lose our (collective) shit. You know what we're talking about.

Chained, Whipped, Beaten & Killed

Crash Bandicoot Series

That brilliant bandicoot was the epicenter of my young, gaming life, collecting every damn box, gem, relic and crystal this series had to offer. The first installment became insanely hard the further you progressed, with punishing saves and checkpoints. This meant that you would die, a lot.

Even as a professional Crash player honing my skills over the decades, I still manage to lose a lot of damn lives towards the later half of the game. As one would expect, every one of Crash's hilarious deaths are burned into our memories. Every, single, one.

Pop Culture Resurrections

Sunset Overdrive

Everyone loves pop culture classics like Dracula, The Ring, Back to the Future, all of the Superheroes, Portal, and even Bill & Ted's Excellent Adventure, so it goes without saying that the (very versatile) re-spawn animations in Sunset Overdrive are a real treat.

The nods to many great films and pop culture appear and yes, we know they aren't technically 'deaths' but you do have to die in order to see them. Check mate?


Proving that not all deaths in video games have to be such serious circumstances and that laughter is good for the soul, even if it is at someone else's expense -- but they aren't real, so it's fine. But for now, that was my 9 Most Hilarious Video Game Deaths!

Did we miss anything obvious or did you find some hilarious game deaths of your own? Leave a comment below and get involved!


GameSkinny Talks To Devotion's Writer Caio Sampaio Sun, 26 Feb 2017 22:43:58 -0500 Michael Llewellyn

Deadbyte Studios' upcoming game, Devotionis a survival horror game that's currently on Steam Greenlight, and despite being in Alpha, it is already showing a lot of promise. It's got an excellent atmosphere and early signs of an intriguing plot, which revolves around the lead protagonist, Amanda, investigating the mysterious disappearance of her father.

With its mid-seventies to early eighties decor, mysterious serpentine paganistic symbols, and long, creepy hotel hallways, I'm instantly reminded of some of the best classic horrors of that era, such as The Wicker Man, The Shining and The Changeling -- arguably the three most terrifying films ever made.

Being a huge horror fan, I recognize that good writing is needed to set up the correct atmosphere. So I got to sit and down and speak to Devotions' writer -- and GameSkinny's own -- Caio Sampaio

GameSkinny (Michael Llewellyn): As a horror fan, I'm really liking what I'm seeing in Devotion. What are the media inspirations (film or other games) you're looking to for Devotion in terms of atmosphere and its script?

Caio Sampaio: This is a very interesting question, because the game that introduced me to the notion of video games as a form of art was a horror one. F.E.A.R. was my first experience with a narratively driven form of interactive storytelling, and my mind was blown.

Needless to say, this game still gives me a lot of inspiration to this day. I always enjoyed how the game presented players with a compelling narrative by allowing the player to be contacted through the radio by his squadmates, but the lines of dialogue were often short, in order to not break the tension delivered by the ambiance. I tried to replicate this in Devotion, by allowing characters to speak through the phone to move the plot forward, but ensuring that these interactions did not drag for too long, in order to maintain the tension from the gameplay -- The major inspirations for the gameplay mechanics were Outlast and Amnesia.

However, there was an unfortunate incident when it comes to the actual script of the game. Resident Evil 7 was released which contains a plot device that starts very similarly to Devotion (a character heads to an abandoned house after receiving a message from a supposedly dead loved one).

I must say this was an accident. I did not follow the development of Resident Evil 7, and I was unaware of its narrative until it came out and I watched the first five minutes on YouTube. My first thought was "Oh, this is a problem," but it was too late to change the script for Devotion, as the lines of dialogue had already been recorded and implemented in the game.

This is my first project and my lack of experience was evident in this situation. I should have checked other horror games under development to ensure I was not working on a narrative that was similar to someone else's. Well, lesson learned. The bright side, however, is that I have watched the entire gameplay of Resident Evil 7 and both stories turned out to be entirely different.

GameSkinny: In fairness, a lot of horror stories start with similar plot devices -- it's as you say, how the story moves forward in its own unique way that's important. With Outlast being an inspiration, will Devotion be linear in its approach like that game? Or are there any plans for procedurally generated rooms like Layers of Fear?

Sampaio: While I am a big fan of procedural art, I am afraid that our team does not have the resources to implement this technology in our project, so we needed to follow a linear approach, as seen in Outlast.

GameSkinny: Linearity definitely worked for Outlast. Do you have a certain playtime in mind to complete the game? 

Sampaio: Players will take approximately four hours to beat the game, but as they need to overcome some puzzles to get to the end, this figure may change from player to player, depending on how quickly they solve the puzzles.

GameSkinny: That's a fair number, as some horror games have been known to overdo the length of play, and the scares become less effective as a result. Is the game being written with any plans to expand the story further, or are you just focusing on this game?

Sampaio: I am a daydreamer, so I have already brainstormed some ideas for a sequel. But these ideas haven't been discussed with the lead developer yet, so there are no guarantees that we will ever make a second Devotion game. I suppose it all comes down to the feedback from the community. If the response from players is mostly positive, I see ourselves working on a sequel, but as of now our focus lies with this current game

GameSkinny: Virtual Reality is gaining a lot of momentum and seems to be tailor-made for horror games, and Devotion looks like it would work very well in VR. Are there any plans for this in the future?

Sampaio: This is indeed a possibility, but as [with] the previous answer, it will depend on the feedback from the community. We need to make sure players enjoy our game before investing in applying new technologies, such as VR.

GameSkinny: The game's plot and script is really intriguing so far. Is there a lot of dialogue planned for the finished game?

Sampaio: Before the release of the demo, I already had a clear picture of what I wanted to do, in terms of the story. But after seeing the feedback from some people in the comments section of YouTube, I detected a problem. Some people had already guessed what the major plot twist of the story was, and this, of course, was a huge red flag to me.

Keeping the element of surprise is paramount in any form of storytelling and I had lost it, so I decided to change the direction of the story. As a result, it shifted drastically -- and for the better. The first thirty minutes (what the player experiences in the demo) will remain the same, but what happens afterwards has changed. I saw wisdom in the comments and feedback and I realized I could learn from them to help improve my work.

With this said, while the story for the full game had to be almost entirely reworked, most of dialogue has already been planned to reflect these changes.

What I aim to do with this game is provide a more emotional tone that keeps an emphasis on the characters, their emotions, and how they interact with each other. I decided to take this direction, because I have played many horror games with stellar stories, but no emphasis on building a strong bond between player and the other characters.

This always left me with the feeling that this was a missed opportunity with unexplored potential in many horror games, hence the reason why I decided to head towards character development in the story of Devotion. There are two major challenges, however: 

1. Create a compelling character in a short amount of time.

2. Move towards an emotional tone, without sacrificing the horror. Will it work? Perhaps it will. However, I must acknowledge the possibility of the narrative not working as intended, but it does not hurt to try.

GameSkinny: That's a good approach to take for the game's plot. It allows you to think more creatively as a writer and throw in a 'red herring' and a few twists that fans won't see coming. Finally, with consoles being more open than ever to indie developers, do you guys have any plans to release your game on PSN or Xbox Live in the future?

Sampaio: Unfortunately, this is not in our plans. But no one knows what the future holds, so while we are not thinking about it, we do not discard the possibility.

GameSkinny: Thank you very much for your time and detailed answers, and we wish you the best of luck with Devotion.


Once again a huge thank you to Caio Sampaio for taking the time out of his busy schedule to answer these questions. Don't forget to check out Deadbyte Studio's  Steam page and try the demo for yourselves

Devotion is showing a lot of promise as a survival horror game, and I would like to wish the developers the very best of luck for the future.

5 Horror Games to Play If You Liked Resident Evil 7 Mon, 06 Feb 2017 08:00:01 -0500 Azreen_Azmi


A great horror game is one that can induce panic, anxiety, and a sense of dread whenever you play. These 5 games are some of the best examples of the horror genre revival on Steam at the moment. So, choose your game, close off the curtains, turn off the lights, put on your headset, then get ready to be traumatized by some of the scariest monsters you can imagine!


Another game that took the first-person survival horror to new heights was Outlast, which was released during the peak of the survival horror resurgence on PC.


Using the tried-and-true trope of an abandoned asylum as its location, Outlast provided plenty of scares with its generous usage of violence and gore. Combine this with a hide-and-seek gameplay mechanics that often leave players breathless, Outlast truly is one of the best horror games to play by yourself if you're brave enough.


Point-and-click games are not widely known for horror games but Goetia, published by Square Enix and developed by Suchee, is a game that effortlessly blends both genres, and results in a game that gives the best of both worlds.


Set during Victorian Britain, players takes control of Abigail Blackwood, who has to unravel the mystery behind the death of her family and herself to uncover the family's dark secret. With some of the most innovative puzzles and an engaging story, it’s a game that point-and-click fans and horror enthusiasts should definitely check out.


Detention is a recently released 2D side-scrolling horror game that’s reminiscent of old-school horror games with its simplistic design and visuals. With heavy influences from the likes of Silent Hill, Detention is a horror game worth looking into if you’re a horror fan.


Set during the 1960s in Taiwan, Detention makes clever use of its historical setting to create a chilling environment for players to explore and adds a healthy dose of cleverly designed puzzles to keep gameplay fun.

7 Days to Die

While Amnesia: The Dark Descent and Resident Evil 7 focus on the claustrophobic nature of horror, 7 Days to Die takes the opposite approach and puts players in a post-apocalyptic open world that players have to survive in.


7 Days to Die is what happens when you put zombies and survival horror together and combine it with the addictive gameplay of Minecraft. If you ever fancy yourself a zombie survivalist, 7 Days to Die lets you live out your post-apocalyptic zombie-survival dreams.

Amnesia: The Dark Descent

One of the big changes in Resident Evil 7 is the move from third-person to first-person view, which added tension that the franchise was lacking in the last few releases. However, when it comes to first-person horror games, Amnesia: The Dark Descent takes the crown in giving an experience that’s like no other.


A puzzle and exploration game at heart, what makes Amnesia stands out is the fact that the player has no means of combat. This meant that players can only hide from the game's enemies or run like hell if they ever encountered one, which is enough to get your blood pumping.


The recently released Resident Evil 7 brings the long-standing franchise back to its survival horror roots, which was welcomed by fans of the series. While some might see this as a resurgent moment for the survival horror genre (of sorts), horror games have actually been thriving along within the PC gaming market for quite some time. To celebrate Resident Evil’s return to form, here are 5 horror games on Steam that you should check out if you’re in for some scares.

New to Resident Evil? Play These Games in the Series First Wed, 01 Feb 2017 07:00:02 -0500 Michael Llewellyn

With the Resident Evil series being over 20 years old and spanning four generations of consoles it has one of the biggest fan followings of any franchise on the market. The series has changed up the formula with different approaches to the horror genre, starting as a survival horror in pre-rendered backgrounds to an over the shoulder 3D action shooter.

Now that Resident Evil 7 is out and is a return to its survival horror origins albeit in a new first person perspective, it can be considered a soft reboot of sorts, but it is pleasantly surprising how much the new Resident Evil game retains from the original games.

There are lots of past references in the new game to please fans who are familiar with the canon and although you don't need to be well versed in the series' lore to enjoy this one, I thought it would be helpful to provide gamers with some starting points to familiarise themselves with the franchise before diving into Resident Evil 7.

Resident Evil: HD Remaster

 PlayStation 4/Xbox One/PC

What better way to get to know the series than with the original game? And now that the definitive Gamecube remake has been remastered in high definition for PlayStation 4 and Xbox One it's a great starting point for you familiarise yourself with the origins of the mysterious Umbrella Corp.

Without going as far spoiling it, fans will notice that putting aside the obvious change in viewpoint there is a distinct similarity between this game and the new Resident Evil.

Even though the backgrounds are static and pre-rendered there's a lot going on the scenery and they have been upscaled beautifully in HD, and is still just as scary and atmospheric as it was upon its original release.

Resident Evil 4 HD

Gamecube/PlayStation 2/PlayStation 4/Xbox 360/Playstation 4/Xbox One

If I was pushed to choose only two games from the Resident Evil series it would be the first game and Resident Evil 4.

Featuring Leon Kennedy the game stands on its own as a singular title very well and is quite a departure from the rest of the series both visually and thematically. So you could potentially play this game on its own but it does have links and repercussions later on in the Resident Evil universe with the introduction of a new virus known as the Plaga.

Resident Evil 4 isn't just a great Resident Evil game it's a great game that set the standard for and inspired some of the best third person shooters for two generations from UnchartedGears of War to another survival horror series Dead Space.

While not necessarily a scary game in the same way as the original Resident Evil games were, it was both tense and nerve wracking in all the right ways -- the best way I can describe it compared to the first Resident Evil is James Cameron's Aliens to Ridley Scott's Alien, both superb but for entirely different reasons.

Resident Evil 2


If you wanted to delve further in the series and the protagonist of Resident Evil 4 Leon Kennedy's origins I would definitely recommend Resident Evil 2. You are also introduced to series regular Claire Redfield -- the sister of Chris from the first game. As in the original you are able to play the game from the two characters perspectives allowing for replay value and differing strategies in both approaches. Only in Resident Evil 2 it's a much a larger experience set over four CD's which back then was considered huge -- and four different endings, it was.

Let's hope Capcom provide us with an update on that promised Resident Evil 2 remake someday soon.

Resident Evil: Code Veronica X HD

Dreamcast/PlayStation 2/PlayStation 3/Xbox 360/

Taking place three months after Resident Evil: Nemesis a returning Claire Redfield comes to Code Veronica X, starting life on the Sega Dreamcast it was one of the more overlooked titles in the Resident Evil series but every bit as good and as scary as its predecessors as well as a significant step up from Nemesis. This was also the first game in the series to allow you to move the game's camera to get a better view of your surroundings due to the introduction of polygonal environments instead of the static pre-rendered backgrounds  we were used to.

Resident Evil 3: Nemesis


Resident Evil 3 is considered by some to be the weakest game in the first three mainline titles mainly because it dropped the two character different scenario setting of the first two games, but it is still a solid game in its own right. Jill Valentine returns once again battling through the dangers and horrors of Racoon City as opposed to being confined to a mansion or another large interconnected space.

Although you lose the two character scenario option of its predecessors you do however get some replayability in the form of two pick-your-path choices so you won't experience the same scenarios on a second playthrough.

Resident Evil: Revelations

Nintendo 3DS/WiiU/Xbox 360/PlayStation 3

Another spin off that may have gone overlooked due to the platform choice was Resident Evil: Revelations a game that started out as a Nintendo 3DS exclusive. It may seem like a strange choice of platform for the game Revelations really showed what the 3DS was capable of and looked and ran smoothly. It did get ported later on to the Wii U, PlayStation 3 and Xbox 360 with a higher resolution.

Revelations brings back Jill Valentine in a game based between Resident Evil 4 and Resident Evil 5, and moving the mansion to a ship it successfully balances the action found in Resident Evil 4 to 6 with the classic horror of the original Resident Evil. It tells a good story -- in that schlocky Resident Evil way -- that expands on the characters we've come to know and love. Plus there's some well placed jump scares that don't feel forced and the tension and pacing of the game is pure Resident Evil.

Resident Evil: Revelations 2

 WiiU/Xbox 360/PlayStation 3

Resident Evil: Revelations is everything Resident 6 should have been. It not only improves on everything that made the first Revelations so good, it once again took what made both the original three Resident Evil game and Resident Evil 4 so good by combining them in a package that both fits in the modern era action of horror games that we've become accustomed to on consoles and channels a great deal of nostalgia for veterans of the series.

Originally released as episodic content and played through different characters perspectives you can now play the game in a complete box set from the start to the finish, which is great because the story this time compellingly played out like a TV series and you can't help but want to push the story onward until the end just as you would when you binge on a TV box set.

Why not Resident Evil 5 and 6?

I haven't listed Resident Evil 5 and 6 because, while they are good action games, they deviate so far away from the formula that made the franchise so successful in the first place.  Which is why I listed the recent spin offs Revelations instead, because they molded together the classic and more modern mechanics of the recent games in a compelling package that told a decent story and most importantly actually felt like a Resident Evil title.

I'm not saying don't play parts 5 and 6, as I did find them to be enjoyable with some very memorable set pieces but they are action games at their heart only with a horror setting.

As I said above though if i could pick just two games from the entire list it would be the HD remake of Resident Evil and the remastered Resident Evil 4.

These Resident Evil Enemies Are the Worst You'll Find in the Series Wed, 25 Jan 2017 08:55:04 -0500 Michael Llewellyn


The Resident Evil franchise has a long and storied universe that spans both the mainline series and its spin-offs. While the series has a hit a few bumps in the road with its action based games, the new Resident 7 has the potential to take the series to new heights.


Capcom has taken the soft reboot/sequel approach with this game, which seems to be satisfying old and new fans alike. This approach and new perspective will hopefully allow Capcom to find new methods in tackling the enemies of the game -- and only time will tell if they will be as successful as previous entries or as frustrating as the ones listed here.


Communications Officer/Scagdead

Resident Evil Revelations

Resident Evil: Revelations was an excellent game and a return to form, harking back to what made the series so great before being dumbed down by action cliches. It successfully combined aspects of both Resident 4 and the first three games.


What didn't quite hit the mark, though, was one of the most difficult boss battle encounters in the series to date -- your encounter with the Scagdead.


The battle itself is already very difficult, but the difficulty spikes more if you fail to collect the right weapon (such as the sniper rifle) or enough ammunition for the job. Not being prepared for this battle may lead to either reloading an old save or restarting the game altogether. Bummer. 


Derek Simmons

Resident Evil 6

Resident Evil 6 is arguably the worst game in the series, with its total focus on action over suspense. But another frustrating aspect of the game was its repetition.


Nowhere is this more evident than in the appearances of Derek Simmons -- who is not only quite a bland villain, but one you get tired of seeing. Because you're forced to face him 6 times...with a frustrating and difficult final battle at the end.


I can see where Capcom was trying to go with these encounters, as it seemed like they were trying to recreate the Nemesis scenes from Resident 3. But instead it had the complete opposite effect, with this character more than outstaying his welcome. Not too long into the game, his appearances became more eye-rolling than nerve-shattering.


Giant Bat

Resident Evil: Zero

Oversized creatures were nothing new to the Resident Series, so the appearance of a giant bat in Resident Evil: Zero came as no great surprise when the game released.


What was surprising though, was how difficult and annoying it was to try and maneuver your way around or aim at the creature. With this enemy, the tank controls that served the series so well in the previous games completely worked against the player for all the wrong reasons.


The Verdugo

Resident Evil 4

The Verdugo is certainly memorable from a visual perspective, but what could have been a good boss battle was bogged down by the endless sewer tunnels -- which unfortunately replaced the feeling of tension and fear with tedium and monotony.


Then there was the quick-time events. While not badly implemented, they did add some irritation that unfortunately became a mainstay of the series for two more mainline games.


Rider Majini 

Resident Evil 5

I really don't like these creatures on any level, and least of all because they are a bit of an annoyance but their design. They are so human-like in their behavior that it further disgresses from the horror aspect of the Resident Evil series.


Sure, they looked a little creepy. But overall, their behavior and design was little more than the run-of-the-mill enemy you'd find in a zombie-free survival action game -- which made them just another sign that the RE series was losing its way. 


Grave Digger

Resident Evil: The Umbrella Chronicles

The Grave Digger was one of the memorable monsters in Resident Evil 3 -- scary, disgusting and difficult for all the right reasons. But when it showed up in an otherwise entertaining light gun game called Umbrella Chronicles, The Grave Digger was one of the most frustrating encounters in any video game I've played.


You will encounter the creature very late on in the game -- and unfortunately at that point you're likely to be running low on both health and ammo. The creature attacks by flinging large boulders at you that you'll need waste even more ammunition on by shooting them mid air.


After the third or fourth attempt to beat this boss, you'll be wondering if it's even worth carrying on at all.


Most of the Resident Evil series has been great -- especially the earlier titles and the recently released Biohazard. The interconnected areas, puzzles, and especially the zombies have for a great series built on some excellent game design.


The enemies you encounter in Resident Evil are usually very memorable and exciting, especially the boss battles. But there are some enemies and bosses in the franchise that are memorable for all the wrong reasons. Whether because they made for frustrating battles or just had an annoying design, here are some of the worst enemies that you'll encounter throughout the series. 

5 Games You Need to Play to Prepare for 2017 Releases Mon, 09 Jan 2017 07:00:02 -0500 Naomi N. Lugo

2017 is officially here. While you may still be reeling from the tide of solid releases in 2016, the new game release calendar, unfortunately, just isn’t going to wait.

This year is set to see quite a few sequels and comebacks from major franchises. Below is a list of games that, if you didn’t get a chance to play them the first go-around, you should play right now. If you have played them, you should replay them in anticipation of these new titles.

South Park: The Stick of Truth

In anticipation of South Park: Fractured But Whole

Stick of Truth was exactly what the next gen South Park game needed to be. It’s combat, albeit simple, was fun (the “summons” were definitely a highlight), the humor was very very South Park and it all actually tied into the franchise nicely.

In other words, if you haven’t played this game yet go now! There isn’t really a better time to do so. The Fractured But Whole is slated to come out soon, on March 30. TSoT is a little bit more forgiving to your schedule too since the play time is about 15-20 hours.

Bonus: If you’re not caught up on recent seasons of the show it might be a good idea to start a marathon. At the very least watch season 13 episode 2 and season 14 episodes 11-14. That whole superhero franchise thing definitely seems like it will be a huge part of the new game.

The Resident Evil series

In anticipation of Resident Evil 7: Biohazard

Ok, so you may not have time to play every game in this series, but it might be worth playing one or two to hype yourself for the latest installment. There’s a small window for this one since Resident Evil 7 is supposed to release later this month on Jan. 24.

Through the demo, gamers have been able to see a game that seems to depart from the formula of its siblings. There have been reassurances from Capcom saying that this new game will not completely abandon all that makes the series what it is.

Knowing that tidbit of info, it might be a good idea to venture back into the franchise. Even if it’s just to enjoy the 'amazing' voice acting of the first.

The God of War series

In anticipation of God of War

The reveal of God of War was a highlight of the E3 2016 Sony press conference. The public got a new view of an older and paternal Kratos. A huge development for the character since past games. Big changes are coming to the God of War universe.

Playing the older games of the series would be worth it just to see the progression of the protagonist. Just look at the description for the game on its website:

“With new purpose and his son at his side, Kratos must fight for survival as powerful forces threaten to disrupt the new life he has created..."

The game doesn’t have a solid release date yet but is rumored for late 2017. That’s plenty of time to at least get started on past games.

The Mass Effect Trilogy

In anticipation of Mass Effect: Andromeda

Another game rapidly approaching release in March is the latest in the Mass Effect series, Mass Effect: Andromeda. On March 21, players will be able to explore a whole new galaxy within the Mass Effect universe.

It’s still not entirely known if Commander Shepard will have any sort of role in the game, whether it be through lore or otherwise, what we do know though is through trailers and words from BioWare. A 2015 blog post from the developer reads, “this game is very much a new adventure, taking place far away from and long after the events of the original trilogy.”

Playing the first trilogy before this release might be a good idea not only to catch up on the inner-workings of the game’s world, but this game could signal the start of something completely new. No need to miss out on a solid story line in the hype of the new.

Red Dead Redemption

In anticipation of Red Dead Redemption 2

The original Red Dead Redemption could debatably be called one of the best games of all time. Its beautiful open world is paired with a strong story and a highly personable underdog of a hero.

Fall can’t get here fast enough. The good news is though, you have plenty of time to play the first game. Especially if you never got around to finishing it the first time.

Chances are, the story of the first game is going to play into Red Dead 2, but of course, all the details aren’t out just yet.

What are the games you are playing or replaying to get ready for 2017 releases? What other games should be on the list? I would love to hear your thoughts via the comments below!

Zombies Ate My Story: Why Do So Many Horror Games Love the Zed? Tue, 20 Dec 2016 16:09:53 -0500 StraightEdge434

Flesh-eating, groaning and moaning, limping, and of course coming in hoards -- zombies! Reanimated dead bodies that will do everything possible to kill the living and eat their insides. But, in how many games are these monstrosities present? The simple answer is, too many, particularly horror games since that is where zombies fit in the most!

Games like the Resident Evil (duh!) series, Call of Duty series, Dying Light, Dead Island series, and many more count on zombies to give gamers a good scare. But, are zombies ultimately being overused, and are they becoming a cliche?

With Telltale's The Walking Dead Season 3 coming out, let's look at why so many horror games use zombies for their scares, and what it might be that makes this particular kind of creature such common fodder for horror gaming.

The Beauty is in the Simplicity!

Zombies are like you and me...only "dead," really.

Sure, zombies were once humans, who under a spell/virus/another zombie bite turned into one, but humans nonetheless. Your character is basically fighting an enemy who used to be a human. In a way, that creates a psychological aspect. Can you pull the trigger on a fellow man in a horror game?

Fighting a zombie than any other creature is a completely different experience. With another creature, you're fighting...well, another creature! As a result of that, the design must be completely different, both, physical and the non-physical (by non physical, we are referring to the creature's other characteristics such as attacks, behavior, etc.). 

Sometimes, less is more, which can be a good thing. Having a non-complex design certainly benefits zombies since they still present the same threat, yet remain human (well, sort of...). So in a way, you are combating fellow humans who, though they don't have emotions and feelings anymore, are still trying to kill you.

If you were to fight a different creature like some sort of life-form with giant tentacles, claws, or multiple heads, where is the fear aspect? Instead, you'd be playing some sort of fantasy, or sci-fi game instead of a horror game.

Combat Matters 

Zombies are kinda tricky to kill!

Did you ever notice how, unlike when they were humans, their zombie versions are a bit more difficult to kill? For instance, they'll  take more bullets before they are officially dead. Of course, the classic rule of, "shoot 'em in the head" definitely applies here. Not only does shooting them in the head take less ammo, it'll also kill them faster. But, the most important aspect is that you'll get better at it! 

In an effort to conserve ammo, and get rid off the problem as soon as possible, most games with zombies in them advise you to shoot them in the head. However, the fact that zombies are slow also plays in your favor. In return, that allows you to carefully place your shots, and get the kill. Shooting zombies in the torso, stomach, or any other part of the body cripples your chances of survival (especially in horror games) because you are basically wasting ammo and ammo is often limited.

The best thing that you can also get out of the entire experience is the knowledge for future games. Who knows? Maybe your aim will improve for other games that don't necessarily have zombies in them. Or maybe, they will have zombies, and you'll be forced to shoot them only in the head. 

It's all in the Numbers...

By all means, go ahead and count all the zombies. Take your time.

 With zombies, you usually have hoards. That is a tremendous fear aspect in itself since you are facing many threats at the same time. If it was one or three zombies, fine -- you'd solve the problem with ease. But when you have roughly 30+ coming at you, all at once, it is best to reassess the situation. The situation can become even more grim if it's a horror game, and you have very little (or no) weapons to defend yourself. Simply put, that can be a scary situation.

What other horror creatures do you know attack in hoards? Not many. If you have some sort of weird sci-fi creatures, you can't put them in a hoard because they have to be different! And by different we mean, different from zombies: different attacks, different behavior patterns, different movement systems, and more aspects. With zombies, you can place as many as you want and become terrified since you're clearly outnumbered. 


Having zombies is perfectly normal!

The beauty of zombies lies in the simplicity. Ever since Romero's Night of the Living Dead, zombies have become a horror classic. They are scary, due to being ex-humans, terrifying, and have grizzly intentions. Their strength lies in numbers and in the ability to turn others into zombies through bites. However, they are slow, which causes them to become easy target practice. Nonetheless, they fit perfectly into horror games, because that is their kingdom.


What do you think about zombies in horror games? Do they fit? Are they boring and outdated? Feel free to comment down below. 

Interview: Mega-Maniacal Gaming Studios Developer and the Horror Genre Sat, 17 Dec 2016 13:11:15 -0500 StraightEdge434

Today's horror games are not as impressive as the ones from the past. If it's not the constant jumpscares like in Five Nights at Freddy's, then it's the constant action, like that in the current Resident Evil games (let's hope that RE7 will change that).

So, why can't the horror genre go back to its roots and give gamers a real scare without cheap scare tactics or action-movie thrills? 

Unlike AAA developers, who are "ruining" the horror genre, indie developers are carrying the weight of the genre on their shoulders, trying to keep it relevant and alive.

GameSkinny recently sat down with an aspiring developer and founder of Mega-Maniacal Gaming Studios, Leo Maldonado, for an interview to talk about the horror genre as a whole and what can be done to potentially save it. 

GameSkinny: Are you working on developing any projects right now in regards to horror games?

Leo Maldonado: So far, I have been testing the waters in terms of getting into certain projects, and yes there is one right now that is occupying a great deal of my time.

GS: Can you tell us a little bit about what project you are working on and what it will be about?

LM: Certainly. I am currently working on a survival horror game called Viral. It centers around a protagonist who wakes up within a desolate science research facility not knowing what happened or what is going on. He has to solve puzzles, as well as explore the facility to find out what happened to the place, and escape any potential danger. Speaking about danger, my protagonist will have to escape while also evading mysterious creatures that have overtaken the facility.

GS: Based on the description you provided, it seems that you have really thought this one through. Is there anything that has inspired you? Perhaps modern horror games, or those of the past?

LM: Honestly, I have been inspired by many of the classic horror games that have come before, such as Resident Evil and Silent Hill. But probably, my biggest influence right now is the cancelled Silent Hill project, entitled PT

GS: Do you have a specific target audience in mind? If you plan to release your title, to which fans are you particularly catering to?

LM: My target audience are people that are already familiar with the genre of survival horror. My reasoning for this is that I feel the gaming community as a whole has grown apart from it throughout time.

GS: What did you mean when you said that the gaming community has grown apart from the survival horror genre?

LM: I mean I feel that a lot of horror games have become afterthoughts to the gaming community because they lack the type of "magic" that made the originals so great.

GS: Can you please elaborate on that if possible. What exactly do you mean by that?

LM: Sure. An example that I believe best demonstrates this trend are the latest additions to the Resident Evil franchise. The first few games were the embodiment of the desperation that horror games present. But from the fourth installment to the sixth, they began to favor action packed gameplay over the isolated, atmospheric and overall desperate gameplay nature that horror games are made of. 

I personally believe that this trend has led loyal fans of the franchise to lose interest and grow apart from it.

GS: With the upcoming release of Resident Evil 7, and based on what you just said, do you think that that particular title will be able to restore the franchise back to its former glory?

LM: I full-heartedly believe that it will not only restore the franchise to its former glory, but I believe that it will pave the way for many more installments to come. RE7 is set to be the first game of the franchise to be in the first person view, and to be VR compatible, so that alone will be enough to generate the desired effect.

GS: Seeing your support for the franchise, and as you have said earlier that RE has inspired you, what do you hope to accomplish with your own project?

LM: With this project, I am hoping that I can breathe life back into the original survival horror, and bring back the genre to its roots, while providing die hard horror fans with a sense of nostalgia as well. Fans want things to be the way they were before, and that is what I seek to deliver. 

GS: Going back to your game, what platforms do you plan to release it on, and do you think your game will be any different or unique? If so, how?

LM: That's a good question. Well, first off, I seek to release my project for the PlayStation 4, Xbox One and PC. I know that it might sound like a lot, but I hope that I'll get it done.

For the other half of the question, I think this game will be unique in the sense that it is revitalizing everything that has made classic survival horror games excel (atmosphere, sense of hopelessness and the need to explore to find the objectives). This will also be mashed together with the modern taste of things, as I will seek to make the game compatible with VR. This creates an even dose of a blast from the past and a face full of the future!

GS: Do you have an expected release date for the game yet?

LM: Well, the development of this project is certainly something that I would prefer not to rush. However, things have been coming along, and I feel that the train has been running steadily right out of the gate. Hopefully, I'm shooting for a release in the fall of 2017.

GS: Finally, do you have a website where people can learn more about you, your studio, and your project?

LM: As of this exact moment, not right now. I'm currently working on developing my own website, along with the project, so as you can imagine, I'm multitasking, which isn't exactly a fast paced process. Eventually, I will have the site running where people can learn more about my project. 

Viral hopes to restore the survival horror game genre to its former glory with promises of isolation, eerie atmospheres and a sense of hopelessness -- the way survival horror games are meant to be developed and played.

Leo Maldonado is a man on a mission with one difficult goal in mind. Personally, I wish him and his potential team the very best of luck, and sincerely hope that his title will be something that will be remembered and, more importantly, embraced by classic horror fans.

What do you think of the current state of the horror genre? Do you like it? Or do you think it needs a new infusion? Let us know in the comments below!


Top 8 Weirdest Video Game Controllers Ever Made Wed, 14 Dec 2016 11:00:01 -0500 Evil Vince


8. Laser Scope


Made by Konami years ago, Laser Scope is a nightmare for all those gamers who get irritated by the game sounds. It was designed for shooters and worked like a head-mounted light gun. You had a rudimentary microphone, and whenever you needed to shoot in the game you had to yell the command into the mic. It was always too sensitive and would activate by any background noise, so you had no chance to play the proper way.


Luckily, control solutions today aren’t so cumbersome!


Which one do you think is the weirdest controller? Or would you like to try a couple of them out? Let us know in the comments below.


7. Wu-Tang Controller


Do you remember a PS1 fighting game called Wu-Tang: Shaolin Style? We neither! But it definitely impressed some people, and it resulted in this weirdly looking custom controller. It is the standard Dualshock PS1 pad on the inside, but the outside looks like the iconic Wu logo -- impressive but completely unusable, especially for fighting.


6. Death Crimson


It is hard to call the Death Crimson controller a mass-produced thing, as it has never seen the actual market. But the overall concept is still weird enough for this list. This massive sculpture measuring over 6 feet long and weighing over 110 pounds looks monstrous. You would have to manipulate this huge sculpture to aim at the screen and shoot, and it required some pre-gaming training.


5. Resident Evil Chainsaw


Most game-based controllers are all goofy (some are even adorably goofy), but the Resident Evil chainsaw-looking controller is too hilarious. Created by NubyTech to celebrate Resident Evil 4, it looks exactly the same as the favorite tool of the game’s Chainsaw Man, and is also covered in blood. But it only works as a collector's item -- the layout of buttons and sticks is so uncomfortable that your game characters have no chances of surviving in their missions.


4. R.O.B.


R.O.B -- or the Robotic Operating Buddy -- was the part of the Nintendo Entertainment System and looked cute. But it only worked with two games, so you did not have much to choose from. Reading optical flashes from the screen, the R.O.B controller allowed you to lift and position items by the robotic hands.


3. Atari Mindlink


This one was promised to be one of the most technological superior controllers of all. But as always, Atari had troubles with releasing both the controller and the games to support it. The Mindlink was advertised as the controller that would read your mind providing the effortless control over the game. How it actually worked? The headband was not able to read your mind, so it simply monitored your forehead movements and thus caused some intense eyebrow workout.


2. Butt Sniffin' Pugs Ball


Using trackballs in video game controllers is not something new, but the indie Butt Sniffin' Pugs game with the realistic dog butt would definitely surprise you. To play the game, you have to manipulate the huge ball -- it helps to take your dog around the park. Sniffing other dogs in the park gives your pug new abilities like peeing or biting. Sounds amazing for all the dog lovers out there.


1. RailDriver controller


Do you like simulation games? If you do, you have never tried the Rail Driver simulator with the specially made train cab controller. It has switches, 34 buttons, throttle, brake, and reverse -- even more stuff to push and pull than the actual train drivers would have! What a joy, right?


Do you think that the basic gaming controller has not changed for the last couple of decades?


Well, you are right -- to some degree. The general form of sticks, buttons and functions are the same for most models. But there are some weird exceptions from the general rule.


Here are the top 8 most bizarre controllers the video game industry -- enjoy!

Five Horror Games With Massive, Gaping Plot Holes Sat, 31 Dec 2016 03:00:01 -0500 StraightEdge434


1. Video Game Zombies


If zombies aren't a horror cliche, then they sure are something else. We all know them as these brain-eating reanimated corpses that search for humans to kill. They have been in countless movies, TV shows, and video games.


This plot hole pretty much applies to the majority of horror games that deal with zombies. If you get bit by a zombie, you're supposed to turn into one, right? So, how come some horror games like Dead Rising or Resident Evil ignore this obvious fact? I said it once, I'll say it again: once bitten by a zombie, you're supposed to turn into one!


And how long will you keep using the excuse that, "Oh, they're immune!" Or, "They have injected themselves with the cure!" Yeah, that's totally not a cliche in itself. All what is being said here is that people have to turn into zombies once they are bitten in horror games about zombies. But for whatever reason, they don't, and simply walk away or kill the threat. That kind of logic doesn't really make any sense, and obviously leaves a giant, gaping hole in plots.




What are some other horror games that you played through, and have experienced weird or unexplained plots that made no sense? Let us know down in the comment section!


2. Five Nights at Freddy's


Honestly, the entire game is just one big plot hole. The character that you're playing realizes at one point that the animatronic animal robots are roaming the restaurant, and are actually trying to kill him... yet, he continues to do his job by showing up the next night to monitor the security cameras. The obvious question here is, why? His life is in danger, yet he doesn't quit his job. Yes, he's getting paid, but I don't think that the salary justifies the stressful (and that's an understatement!) experience that he must go through!


From a personal point of view, if I was the guy, I would quit right after the first night. Forget about the money, I don't care how desperate I am to find another job! My life is obviously more worth it... or any other job that is not as dangerous as this.


3. Friday the 13th


This one is an NES classic. Based on the movies, Jason is present at Camp Crystal Lake where he tries to kill all the children and/or all the camp counselors. As a result, the camp counselors must try their best to stop him before either group meets a grizzly end.


Some of you might that that why are we picking on this game when it was released years ago? Well, there is actually a good reason for that. While you're searching for Jason, he might "spawn" inside one of the cabins and begin to slaughter the innocent. As a result, the game alerts you and basically tells you to go and stop him. Question is though, how do the counselors find out? Are they equipped with some sort of psychic powers that allow them to immediately know that the children are in danger? Or, is Jason's mom helping them...? If so, why?


If you're far away from the camp, you can't possibly know what is going on. Even if the victims scream their lungs out, it'll still be impossible to hear them. Yet, you are notified due to... reasons. It doesn't really add up if you ask us.


4. Outlast


A popular first person survival horror game, Outlast takes place in an asylum, where a reporter has to investigate what is happening inside. Though the game does make you feel like you're being watched or chased all the time... you do know that technically, he can escape the place, right?


Sure, the door is locked and he has to get in through the window, but... he can also use that window to get out. And yes, the gate is also locked, meaning that he can't escape, but he actually can! Just get out of the window, get into the car and ram the gate! Or, find a way to climb over the gate (which looks possible). He is an investigator, and the sole purpose is to find out what is going on, but if your life is in danger, and you want to get out of the place as quickly as possible, then the option is right there! All this could have been avoided with that simple idea in mind.


5. The Legend of Zelda: Majora's Mask


The game is considered to be the most haunting, depressing and scary Zelda game ever released. Why? Well, here are a few reasons:

  • One of its major themes is the five stages of grief. Denial, Bargaining, Anger, Depression and Acceptance. Check this video out for more info.
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  • Link is mostly surrounded by characters that are either dead, that are dying, that are in depression or have suffered some kind of loss.
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  • Majora's Mask itself isn't exactly the most festive mask to wear. Just look at the slide image (behind the Z)!
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  • It's also the home to BEN drowned, so there's that!
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Though a Zelda classic, few things need to be cleared up. Whenever Link plays the ocarina (Song of Time to be exact), he is sent back through time to the first day of the game. However, he loses items like money, arrows for his bow, etc. But... he doesn't lose any of the masks he acquired. Now, why is that? From the game's perspective, they are key items so they aren't supposed to be lost (especially the boss masks that are very important to the plot). But from a logical perspective, if he's going back in time, how is able to keep things he acquired after the first day (his destination from time travel) if he's going back to that first day?


I don't want to get into the whole issue of time travel and time paradoxes since those can cause confusion and puzzlement.


To fully enjoy the story, one must fully understand it. A story arc is needed, this can be done by slowly building to the climax, then hitting it and making a turning point, and eventually the resolution arrives and closes everything out. And how can anyone forget the details (after all, the Devil is in the details)?


Horror games are known for having suspenseful stories, dragging their players into the realm of darkness, depression, and potentially survival. Needless to say, not all horror games have "well-written" plots (or any game for that matter). As a result, they can leave players scratching their heads, questioning what just happened, and trying to place pieces of the puzzle together.


The following slideshow lists five horror games that have weird plot holes, be it in the general plot itself, or the little, yet crucial details. These have been selected for obvious reasons like: Why doesn't the character go through this, or do this instead? The games don't incorporate such details, and might be overlooked. However, they are there and when noticed, don't make a whole lot of sense!

How Indie Developers are Keeping the Horror Genre Alive Sat, 03 Dec 2016 12:12:05 -0500 StraightEdge434

From an analytical standpoint (as well as a personal standpoint), horror games from independent developers are much better than their AAA counterparts, and are much more immersive than them, too. But why is that? What makes indie horror games more interesting and more unique than AAA horror games?

Being Scary is Important


For the record, I have nothing against the Resident Evil series. In fact, RE4 is my most favorite out of all of them. But, are they truly scary? I mean, of all the RE titles, which ones truly give players a feeling of terror when the play? Most (if not all) RE titles are packed with action. You mainly shoot and try to kill enemies that are infected, that look like abominations and generally try to survive through combat.

As a matter of fact, when I played RE4, not once was I scared or terrified. Why? Because the game felt more like an action/shooter than a horror game! Thankfully, RE7 will be a breath of fresh air in regards to that.

On the other hand, indie devs that specialize in horror truly care about making a scary game. Just take a look at SOMA for example. For those who don't know, SOMA is a survival horror game that takes place at a base at the bottom of the ocean. As players progress through the game, they will encounter strange anomalies, enemies, machines that think they are humans and many more grim entities. Aside from not being able to fight back, players will have to explore the area and uncover the truth about it. 

Take a look at this gameplay trailer and judge for yourselves (but more importantly, compare this to a AAA game). 

Quality ... Not Quantity!

If you keep releasing the same game over and over again but give it a different name each time, I hate to tell you this, but it'll still be the same (sometimes lousy) thing! Honestly, every time I played a different Silent Hill game, they all felt the same to me. Exploring the town of Silent Hill, while either avoiding or killing enemies to uncover the truth about something, just didn't seem to change with each new iteration.

Don't get me wrong, I love Silent Hill as much as the next guy, and the series has seen better days, but whatever happened to creativity? It was cool the first couple of times, but then became the same old thing later on...

Indie devs don't have a big budget, so they most often get the money/support that they need through Kickstarter campaigns. Once they reach their campaign goal, they will try their absolute hardest to make a great horror game, or any game for that matter! As a result, they have to make it count! One game might be enough to make or break their studio.

Just take a look at Through the Woods. The game is an adventure horror scarefest based on Norse Mythology! I myself am a HUGE fan of Norse mythology (since I'm also part Viking) and am well versed in the subject. To give you a quick rundown, the game is about a mother who must find her son in a forest in Norway.

Not only is exploration a big key in the game, but mix it with horror, and you truly have something special. You have no idea where danger is lurking since you're not restricted to one area, so you have to be on your guard the entire time! 

Indies Devs Make it Interesting! 

Another great indie horror game is Neverending Nightmares. It is a horror game that was drawn from the lead designer's OCD and depression. The game itself is about a man named Thomas, who wakes up from one nightmare, only to find himself in a new one. Every time he dies or causes self-harm, he appears in a completely new nightmare. Depending on the player's actions, the game has three different endings. It's truly terrifying. 

Neverending Nightmares

Indie horror games (as seen from the ones above) try to be as unique as possible. They aren't as generic as AAA games in terms of gameplay and storylines. Instead, indie horror games try to incorporate different elements of fear in order to be very terrifying and try to scare their players.

From taking place in an underwater facility to a creepy forest in Norway, indie horror games truly do carry the weight of the entire horror genre on their shoulders. It's been sad to see Triple-A developer seemingly abandon the genre in lieu of big action set pieces, explosions and car chases. Hopefully we'll see bigger developers start taking notes from some of the smaler guys and take part in the genre's reinvention. 

What are some other reasons that indie devs are doing a better job than AAA devs in regards to horror games? Let us know down below!


Six Things That Would Make Me Give Up on the Video Game Industry Mon, 12 Dec 2016 10:17:26 -0500 Caio Sampaio

Throughout my life, I had the pleasure of being involved with different forms of entertainment. I studied playwriting in High School, worked as a film critic in my first year of college and now I am immersed in video games, a passion that started late in my life, at the age of 17, but only blossomed as the years went by.

When I first experienced interactive storytelling, I realized video games hold great potential to become the ultimate platform for narrative-driven experiences, in both depth and meaning, surpassing films and books. The prime example to support my reasoning is Ken Levine developing a story that can only be told through video games.

Moreover, games, through interactivity, can engage their users in a way that no other form of entertainment can. With this in mind, game designers have started to use their skills, in order to create experiences that motivate individuals to tackle real life problems.

Games can be a powerful tool for social change, as Jane McGonigal detailed in her New York Times bestselling book Reality is Broken: Why Games Make Us Better and How They Can Change The World. The future for gaming seems bright in various fronts.

This industry continues to become more sophisticated each year, developing deeper and more engaging experiences and as the development curve for video games remains steep, the revolutions we are witnessing today are only the beginning.

While I love video games in their current form, the future of this medium is what excites me the most about it and also what makes me place games above all other forms of art.

However, as in any relationship, I may have to reevaluate my judgment over video games if certain expectations are not met in the long run. 

With this said, I compiled six future scenarios that, in conjunction, would make me give up on placing the video game industry on top of my priority list.  

Reason #1 - Lack of meaningful innovation:

As technology continues to grow in an exponential rate, new gadgets and novel ideas are created each day and the time spam between the development of one innovative product and another is getting shorter, due to a principle known as Moore’s Law.

This concept states that technology doubles its processing power every two years, as seen in the graphic below, designed by Singularity University.

Video game studios keep a close eye on the technological market, in order to spot opportunities to implement new technologies in their productions and gain an advantage on the competition. The current example of this process is the expansion of Virtual Reality.

I fear; however, for a future in which the time between the arrival of one revolutionary product and the other continues to get shorter, to the point that developers will not have enough time to fully explore one technology, before moving on to the next "big thing”.

If this scenario comes to fruition, it will hurt the innovation this industry can deliver, as developers will not be able to explore a technology to its limits.

Considering that I place the gaming universe on top of my priority list due to what the future holds. Lack of significant innovation is a scenario that could make me shift my focus towards other mediums.  


Reason #2 - Lack of focus:

The Final Hours of Portal 2 (above) is an e-book written by the video game journalist Geoff Keighley, in which the author details the development process of Valve’s Portal 2.

Therein, Geoff reveals the story behind the origins of the game, and how the initial concept diverged from the final product we all go to know. The original premise of the game featured a counterintuitive concept.

In an attempt to innovate in their design, developers at Valve produced an early version of the game that did not feature portals and included a much different story. The codename of the project was F-Stop. 

The development team; however, realized it had moved too far away from the essence of the franchise. Acknowledging its mistake, Valve restarted the design of the game and Portal 2in the form we all know, was born.

With acclaim from both critics and fans, scoring 9.5/10 on Metacritic (PC version), Valve managed to transform its bad start into a masterpiece, but not every developer can accomplish this feat. A prime example is the Call of Duty franchise.

Through the years, players complained that the series had become too repetitive and when the minds behind it decided to alter their formula, the fans reacted negatively to the change.

I am referring to the latest entry of the series, Infinite Warfare

Enthusiast asked for change and when they received it, they complained. This may seem as a paradox, but the issue was not the change itself, but how it was delivered.

It was so drastic; that the essence of the franchise fell into oblivion and this resulted in a lesser product in the eyes of the players. Without following the identity of the series, it was not a surprise that the sales were 50% down from Call of Duty: Black Ops III.

In the years to come; however, this issue might not be exclusive to Call of Duty. The problem of lack of identity might spread in the video game franchises of the future. 

As developers have at their disposal an increasingly large set of technological tools to work with, the problem of Call of Duty: Infinite Warfare may affect the video game industry as a whole in the future.

In tandem with Reason #1, I fear for a future when developers attempt to harness the potential of several technological innovations at once and by “shooting at every direction”, the essence of long-standing franchises might be lost. Resulting; therefore, in a less engaging experience, which aspires to be many different things at once. However, it ends up pushing too hard towards innovation and failing to preserve what made it special in the first place.

Reason # 3 - Lack of focus (on writing):

Video games have delivered masterpieces in regards to writing, The Last of Us, BioShock and Mass Effect, to name a few, but these are the exceptions, unfortunately.

The overall standard for writing in this industry is considered low, if compared to other forms of entertainment, such as films and books.

The video above, from the YouTube channel Extra Credits, gets into further detail as to why the gaming industry often delivers poor narratives, but the biggest factor is the working conditions under which writers operate.

In many games, developing a narrative comes as one of the last steps in the development cycle, which means the writer needs to construct a story for a game that has essentially been already built.

With this said; video game writers usually need to face the frustration of having their imaginations limited by the constraints of the project, needing to adapt their ideas to a game that has been presented to them. This scenario limits the artistic freedom of writers and hurts the quality of their work.

The most notable example of writers delivering poor narratives as a consequence of the constraints of the project is the original Mirror's Edge game.

In 2011, the writer of the game, Rhianna Pratchett, spoke to the website ActionRip and commented on the reason why Mirror's Edge lacked a compelling narrative.

"DICE was a great company to work with, but Mirror’s Edge was a challenging project and an important learning experience for me. Unfortunately, because of the timing when I was brought in and a large amount of the script being cut (due to the late decision to remove level dialogue) the narrative wasn’t what I would’ve liked it to be. Thankfully, I got the chance to remedy this a little bit in the Mirror’s Edge comic series with DC. The story in those was much more along the lines of what I would’ve liked to have developed for the game."

This is the opposite of the working circumstances in other mediums, such as television and film, where the emphasis is in the narrative and all of the rest is built around that.

This trend in gaming is changing; however.

Some studios now have full-time writers as part of their design teams. These include BioWare, Ubisoft and Valve (above) and they aim to develop the narrative of their games since the initial concept, finding the best methods to combine storytelling with gameplay, in order to ensure both work together and deliver an optimal experience.

This shows a commitment from these companies to deliver compelling narratives and it represents the recognition that a good story is a fundamental piece to make a game be successful.

It is my hope to see more studios adhering to this modus operandi of placing more emphasis on writing and holding it as a crucial element of the experience.

Narrative design is a key component of the game’s design, after all, but whilst this industry has improved significantly from its roots, there still is plenty of room for improvement.

Developers are still discovering the language of video game narrative and this process of attempting new techniques, especially in the indie scenario, excites me, due to its potential to deliver more compelling and emotionally provoking experiences.

Considering the potential video games hold for storytelling, and given my passion for the art of telling stories, if the development curve in the evolution of video game narratives cease to be as steep as it is now, this will demotivate me to keep my excitement over the future of this industry.

Reason #4 - Lack of self regard:

Video games have come a long way since their conception, but they still have a long way to go. In order to improve the experiences of today and perfect the ones of tomorrow, we must learn from the past.

For this purpose, case studies have been created around games that are the best this industry has to offer to date, in order to understand what made them so special, but not everyone agrees that we should study games in depth.

Two years ago, I watched a video posted by the YouTube channel Extra Credits titled “Art is Not The Opposite of Fun” (above). As video games continue to become more complex, a worrying trend also emerges.

A portion of gamers believes that making a deep analysis of the products of this industry will make them worse. They claim video games are meant to be fun and studying them, in order to craft deeper experiences and develop their potential as a form of artistic expression, would hinder the fun they deliver.  

People perceive art as something boring or weird and some gamers fear that making games become more artistic will lessen their fun.

I must say, unfortunately, that I have witnessed this trend occur with my friends. In many occasions, when trying to talk about a game in a deeper sense, my peers would simply say, “it is just a game”, in an urge for me to stop “overthinking” about it.

If I speak about the potential games have to deliver experiences of art, people automatically assume I wish to make games become as boring and weird as people perceive art to be.

The image below portraits the reactions I get when I mention the development of games as a form of art.

“It is just a game”, this assumption needs to go.

We cannot demand better experiences if we, as a community, are not willing to mature along with this industry. The games designers create are a mirror that reflects us. They want us to buy their games; therefore, they create products to suit our needs.

With this said; if we are to ask for better content, we must grow together with the industry and attempt to discuss our games in a deeper level and that means embracing the possibility of having games as an artistic product.

Creating more artistic games; however, will not be easy. As Reason #2 stated, players can react negatively if games change in a way that makes them loose their essence, as happened with Call of Duty: Infinite Warfare.

With this said, the trick to making games mature as a form of art, without making them lose their fun, is ensuring that developers do not deviate entirely from what makes games special today.

Aiming for the future, whilst staying true to the past of games should be the goal of developers, so they may deliver productions with great artistic value, that are still fun to play.

But as the video from Extra Credits explains, there is a hidden reason as to why many gamers vilify those who study video games in depth.

They do not want games to change.

Many gamers love their favorite titles so much that they want them to remain as they are forever and as developers study new ways of delivering experiences through gaming, some gamers fear that the aspects they cherished dearly in their favorite titles will be a part of the past, buried seven feet under.

Whilst this is a comprehensible concern, we as an industry must acknowledge the potential video games hold for the future and unfortunately, techniques from yesterday may not entertain the audiences of tomorrow.

We must learn from the past, but never copy from it. We shall adapt what made games great today to the new reality of the future that is yet to come, but in a careful manner, so we do not lose the essence of gaming. We must evolve from where we stand, rather than creating something new.

This will be achieved through discussions on the topic, among professionals from AAA companies, indie studios and gamers, who should not think that games are “just games”.

AAA studios spend time and resources, in order to learn as much as possible about the art and science of game design. but if their target audience continues to diminish their efforts and they do not make a significant impact in revenue, studios may downscale these researches and progress in this industry may become stagnant.

Given that the biggest factor that compels me to video games is the prospect they possess, if this scenario occurs, I may have to reconsider what my favorite form of entertainment is.

Reason #5 - Lack of cultural plurality:

According to Newzoo, the top ten list for largest video game markets in the world looks as follows:

It is possible to see that the top ten rank is populated exclusively by countries from Asia, North America and Europe and it is no surprise that the major AAA studios in this industry are located in these continents, but other contenders are appearing quickly.

India, Brazil and Russia are examples of emerging markets in the video game industry and their indie scene is growing rapidly. Due to the expansion of the middle classes in these nations, more people have gained the financial resources to afford a computer and work on a game with their peers.

If you do not live in an emerging economy, you may ask - “Does this affect me?”

Yes, it does and a lot.

The emergence of these economies can bring plenty of benefits to the video game industry. The countries mentioned herein have cultures that differ vastly from the nations that dominate game development.

Individuals from these emerging markets have a different perspective over the world, due to a different culture, and this influences the products they create.

The different culture and set of beliefs from these developers in emerging countries makes them tackle different themes and explore new ideas, because they look at games through a different set of lenses.

Every gamer benefits from this, because this growth of the industry in emerging nations will allow players from all over the world to enjoy new experiences, themes, ideas and a more culturally rich industry.  

The best example of cultural plurality benefiting the video game industry as whole was the development of games in Japan and how they differed from the games designed in the United States.

The video game industry in American soil develops mostly FPS games, in which the gun is seen as a tool to empower the player against the foes. In Japanese productions, on the other hand, a gun is perceived as an extension of the character and used as a mean to escape from a situation where everything went wrong. In Japan, the gun is a last resort.

This occurs due to a difference in culture. In the United States, guns are seen through the lenses of soldiers, whereas in Japan, they are perceived under the philosophy of the samurai.

With this reasoning, Japanese developers created games such as Resident Evil, Silent Hill and Metal Gear Solid (above), each of these productions representing a revolution in the industry.

If Japan had not invested in video games, many contributions of this country to this industry would not have happened. Now, imagine if more countries start to emerge and establish video game studios.

In the future, we may see several revolutions in this industry, as developers from various part of the worlds, with different cultures, would look at games in a different manner, as happened with Japan.

The biggest concern for this future; however, is politics. In emerging nations, unfortunately, corruption rates are very high, as seen in the map below, presented by Transparency International.

In the emerging countries, a corruption scandal can suddenly become public and change the entire governmental structure. Despite living in the USA for a period of my life, I was born and raised in Rio de Janeiro, Brazil, where I currently reside.

Our former president, Dilma Rousseff, lost the presidency after a political scandal, being accused of improper use of government money. After the current president, Michel Temer, took control, the direction of the country changed drastically.

As everything may change with the blink of an eye in developing countries, due to the corruption levels thereat, the promising landscape of the middle class and the video game industry in these locations may shift suddenly as well and not for the better.

With few unfortunate moves, a government may wither the development of the video game industry in its soil, by halting the social progress done in the last few years.

It may happen in Brazil, as Michel Temer promises to cut social programs, which were intended to allow the population to raise above the poverty line. This can happen in Russia, India and any other developing country, where instability rules.

The middle class in these nations progressed quickly, but it might go the other way around just as fast, depending on which way the wind blows in the government.

I dream of a future in which the plurality of cultures making video games increases significantly; however, the political scenario might shift in a manner that stops the progress of the gaming industry in developing countries.

If this occurs, we may never see the cultural diversity they would bring to this industry and this lost potential could demotivate, because the future I envision would not happen.


Reason #6 - Lack of social engagement:

If you are reading this article, it means you have an interest in the video game industry and there probably has been people in your life who have claimed that gaming is a fruitless activity; a waste of time.

Luckily, not everyone adopts this reasoning. Some individuals recognize the superb job video games have done to retain the attention of their users. Some people even go further and reckon that video games have potential to save the world.

In your job or at school, you have probably felt at some point that you could not clearly see the reason as to why you are performing certain tasks. You perhaps felt demotivated to go on.

If you felt this way, you are not alone. According to Forbes, most Americans are unhappy at work. The reason varies from not seeing the impact their jobs have, to a detachment from the mission of the company. 

Video games; however, are on the opposite side of the trend, as they continue to become increasingly more engaging, but playing a game consists of completing tasks, as in a real life job. With this said, what makes people become attracted with doing virtual work, whilst they become more dissatisfied with their real life jobs?

In a video game, players feel empowered. They relate with the objective of the experience and most importantly, they receive a clear an immediate feedback upon completing a task. They see how their actions influences the virtual universe around them. They have a clear sense of progression. This motivates players to continue.

In real life, there is no such thing. Reality is broken.

In her book Reality is Broken: Why Games Make Us Better and How They Can Change The World, Jane McGonigal tells how we can craft a better world through gaming.

In her piece, she shares the techniques game designers use, in order to motivate players to become engaged in a video game. Her objective is to apply these techniques to real life situations, so they become more interesting and people become happier with their endeavors.

Using concepts from game design in non-game contexts is known as Gamification and it can be used to motivate people to engage in various activities, including those that can help others and save the world.

In 2007, McGonigal released an Alternate Reality Game, called World Without Oil. It was an experiment in which users needed to imagine themselves in a world suffering from a sudden oil shortage.

Players needed to work together, in order to create practical solutions to adapt to this new reality. The data gathered in this game has the intent of saving the world one day, as its Wikipedia article states:

By playing it out in a serious way, the game aimed to apply collective intelligence and imagination to the problem in advance, and create a record that has value for educators, policymakers, and the common people to help anticipate the future and prevent its worst outcomes. ”

We can see examples of video games causing positive impact even when they do not have the intention. The prime example is Pokemon Go stimulating sedentary individuals to go for a walk and sometimes even aiding to treat depression.

The potential video games have to retain the attention of users can be used to benefit society as whole, in various fields, including social change, happiness at work and even education, as the video below, from Extra Credits, explains:

The trend of using gaming for social good may help the video game industry to cleanse its reputation of “fruitless”, whilst actively changing the world. This premise should excite every gamer, but if it fails to continue, it might demotivate me to stick with this industry.


It is my sincere wish to see the video game industry thrive, for I believe it holds enormous potential in the areas mentioned herein and many more, which I did not cite in this article for the sake of its length.

While I enjoy the games of today, what makes me place video games on top of my priority list is the bright prospect of this industry. If for some reason, the brilliant future of gaming does not occur, I will continue to play, but my perception of this field as the ultimate entertainment platform will most likely change. 

Sawing Logs: What Will it Take for Survival Games to Go Mainstream? Sun, 04 Dec 2016 16:28:26 -0500 Glitchieetv

When it comes to survival games, the genre's current state of affairs can be summed up in one phrase: It's a mixed bag.

Many games in the genre have found success, while others have been met with criticism. Looking at the present selection of titles available on Steam (and in the market in general), many of them fall under the umbrella of indie games. This fact, along with many of them relying on traditional horror elements to fuel their conceit, is why survival based games have yet to go mainstream, despite some signs the genre is making headway. 

First, Let's Look Horror in the Face

It's a no-brainer that horror and survival games go hand in hand. Many time, the main characters are trying to outwit zombies, serial killers or viral-crazed animals. They're trying to escape haunted houses, insane asylums or putrid sewers. Essentially, they're in a fight for their lives.

So while horror games are fine for some, a section of the gaming population avoids any game with horror elements like the plague. Consequently, out the door go survival games like Resident Evil, 7 Days to Die and Dead by Daylight. This highly decreases the amount of games attracting new players and makes the survival genre appear less popular than it is.

When taking out horror-centric games, we are left with games like Ark: Survival Evolved, No Man's Sky and This War of Mine. Varying in theme beyond the survival aspect, each has met with differing rates of success. The most popular of those survival games without horror is Minecraft, which sold over 24 million copies for PC alone. Minecraft has evolved beyond its survival aspects, however, attracting players interested in building and exploring, with many not even aware of its survival roots. 

It's Mostly About Smaller Studios -- For Good or Bad

Beyond having to survive as the main objective of the game, most survival games have one other thing in common: They are created by indie developers. 

While this may not seem like a significant reason as to why survival games are not yet mainstream, it is easily the biggest reason. Indie studios, while able to create fantastic games, simply do not have the vast resources that AAA studios do. From marketing and advertising to being able to have a booth at conventions, money and staff restrictions often cause a vast majority of the gaming population to not be aware of an indie game's existence at all. 

However, that is slowly changing.

With the successes of Minecraft, Ark and others, AAA studios are starting to take notice of the survival genre. Ubisoft developed This War of Mine, a survival game set in a war-torn country, and they also released a survival DLC for Tom Clancy's The Division. Sony even put its foot out when they helped introduce No Man's Sky at E3 2015.

Though the success of each title is varied, the simple fact that AAA studios have invested some of their resources into developing survival games shows that the genre is heading toward the mainstream.

Can We Get the Finished Product Already? 

The other reason that survival games are not hitting the mainstream as hard as other genres is that most of them stay in Early Access or open beta for an extended period of time. Ark: Survival Evolved released in Early Access on Steam on June 2, 2015. And as of December 4, 2016 it is still in Early Access, with no signs of coming out any time soon. 

Don't Starve Together has been in open beta since its release on April 21, 2016. And guess what? There's no definite release date for it either. 

Early access and open beta cause some players to stay away from a game, no matter how polished it may be. It just carries a stigma. And while it may be beneficial for developers to not have a full release in order to avoid backlash from bugs or to keep from presenting an unfinished product, the opposite effect can occur when the open beta period is overly extended. 

Given the current state of games, players know that patches, new content and glitches are bound to occur in any (and every) game. Releasing a finely polished game after a few months in open beta or Early Access is not unusual. but protracted periods in these states of limbo can inadvertently harm sales. This is causing some games to lose players simply from a development standpoint -- before they even get to play it. 


The Verdict

What needs to happen for survival games to hit the spotlight and go mainstream is for more of them to come out of open beta. There also needs to be a push from players to have AAA studios invest in the genre.

This combination will generate more awareness about the genre in general. Players will look for other survival games to satisfy their gaming desires, thus expanding the genre's visibility. When these forces combine, survival games will be (finally) go mainstream.

Why do think survival games haven't gone mainstream yet? What's holding the genre back? Let us know in the comments below!