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	<title>MonsterVine &#187; Editorials</title>
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		<title>Keeping Myself Fit with Wii &#8211; Day 1</title>
		<link>http://monstervine.com/2010/07/keeping-myself-fit-with-wii-day-1/</link>
		<comments>http://monstervine.com/2010/07/keeping-myself-fit-with-wii-day-1/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 05:18:30 +0000</pubDate>
		<dc:creator>Craig Ballard</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Headline]]></category>
		<category><![CDATA[Originals]]></category>
		<category><![CDATA[Nintedo Wii]]></category>
		<category><![CDATA[Wii Fit]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=13308</guid>
		<description><![CDATA[After a friend started playing Wii Fit, I remembered my family had bought it as well. I in all honesty forget that we have a Wii all together. It&#8217;s always in the lounge and never gets played. My family are basically the typical Wii owners, they buy the Wii with several games and never play [...]]]></description>
			<content:encoded><![CDATA[<p>After a friend started playing Wii Fit, I remembered my family had bought it as well. I in all honesty forget that we have a Wii all together. It&#8217;s always in the lounge and never gets played. My family are basically the typical Wii owners, they buy the Wii with several games and never play and buy products for it again. The last time they used Wii Fit was 209 days ago. Disgraceful. </p>
<p>Recently I&#8217;ve started to seriously try and lose weight. (lost 2.5lb&#8217;s in my first week baby!) My plan was to hit the gym today but I had to wait at home for the people from the garage to pick up my car. So I picked the next best alternative (If you&#8217;re only option is at home) Wii Fit. <span id="more-13308"></span></p>
<p><a href="http://monstervine.com/wp-content/2010/07/fitness.jpg"><img style="margin: 10px; float: left; border: 1px dashed #ffffff;" src="http://monstervine.com/wp-content/2010/07/fitness.jpg" alt="" width="200" /></a>The game asked me to register some personal information. Height, age and National Insurance Number. Then using the the magic that is the balance board they worked out my weight and BMI. Ok, I&#8217;m far from the thinnest guy in the world, I have myself quite the belly but I would never consider myself obese. According to the BMI scale I am obese with a score of 32. It&#8217;s a stereotypical excuse but I am quite big boned in nature. I&#8217;m overweight, but obese? That&#8217;s pushing it, if I don&#8217;t say so. To be fair, it&#8217;s not like they can use any other method to what is little more than a fancy weighing machine. </p>
<p>The board itself is a nice shape, though it&#8217;s a little of the small side in terms of length. They say the board was made for the average American male. That&#8217;s nice, but if you are anything over a size 9 (UK) it&#8217;s too small. If you are going to design something you need to look at both sides of the average, not just the average and below, technically you are missing at a huge portion of your market there. You need to at least work out the standard deviation to find out the general lengths people fall into, this is simple statistics! I wouldn&#8217;t say my feet are huge being a size 10/11, but my feet only just slightly overhang if I&#8217;m keeping them straight. Which is a little uncomfortable and makes it slightly harder to keep my balance since I can&#8217;t keep myself 100% flat on the board. </p>
<p><a href="http://monstervine.com/wp-content/2010/07/wii-fit-hula-hoop.jpg"><img style="margin: 10px; float: right; border: 1px dashed #ffffff;" src="http://monstervine.com/wp-content/2010/07/wii-fit-hula-hoop.jpg" alt="" width="200" /></a>Throughout the beginning of my experience I had a nice friendly talking balance board to keep me company and get me through the basics. How he can talk in he first place is beyond me. The slit down the middle looks like an arse crack. So he is literally talking out of his arse. Later he decided he was no longer needed and stated that he could no longer talk to me because I will be standing on him for now on. Isn&#8217;t he funny. Ha, well the joke is on him. I&#8217;ve been standing on him the whole time. Take that Arse Face! </p>
<p>To start off I tried out some of the Aerobics excerises, namely the Super Hula Hoop, now that one just requires you to move you hibs in a big circle motion and try and catch the extra hoops. It took me a while to get the hang on it, now I hula like a pro. I took my hand at that stepping game, rhythm punching and jogging. While jogging I noticed a bunch of school kids making their way to the field for P.E. &#8220;What suckers&#8221; I thought. <a href="http://monstervine.com/wp-content/2010/07/wiifitplus_5.jpg"><img style="margin: 10px; float: left; border: 1px dashed #ffffff;" src="http://monstervine.com/wp-content/2010/07/wiifitplus_5.jpg" alt="" width="200" /></a>They will be running around outside while I can do it from he comfort of my living room. That quickly changed when I noticed that they may be able to see me jogging around on the spot like an idiot with a Wiimote in my pocket. Then came the dilemma. Do I stop and wait for them to pass or carry on and get a high score. I was torn I just stared outside the window just hoping they don&#8217;t see me. Nothing feels worse than having 14 year old brats laughing at you, it&#8217;s humiliating. Thankfully they never noticed, they were probably too busy talking about the latest shitty techno metal oprea bands. </p>
<p>The Board itself is rather impressive, it picks up your movements pretty well and is quite accurate. It finds my centre of gravity easily and can tell what type of body movement I am making, well to the best a balance board can get. For the first few go&#8217;s I didn&#8217;t realise the board was the wrong way round and that was the reason why I was messing up so badly. You would think it would notice I was doing everything the wrong way round. </p>
<p>After over an hour of in-game exercising I was done. Current opinions? It&#8217;s a decent fitness program, there are certain levels of fun can be had with it. I did end up sweating more than expected but it&#8217;s nothing compared to actually going to the gym. It&#8217;s a nice extra program to use in conjunction with your current fitness plan. Can&#8217;t say I want to use it as an alternative to the gym. My target is to loose 1 and a half stone in 2 weeks&#8230;.Wish me luck. </p>
<p><strong>Current Weight change</strong>: 0 (It&#8217;s only been 1 day)</p>
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		<title>Editorial: Why Sega Doesnâ€™t Suck</title>
		<link>http://monstervine.com/2010/07/editorial-why-sega-doesnt-suck-2/</link>
		<comments>http://monstervine.com/2010/07/editorial-why-sega-doesnt-suck-2/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 09:49:33 +0000</pubDate>
		<dc:creator>James Cobb</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Sonic 4]]></category>
		<category><![CDATA[Sonic Colors]]></category>
		<category><![CDATA[Vanquish]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=13119</guid>
		<description><![CDATA[Instead of going on and on&#8230; and on&#8230; and on like a fanboy and start raving about how the Genesis was &#8216;teh bestest system evur&#8217; or how Shenmue is the &#8216;kewlest RPG evar madez,&#8217; I attack the cynics by listing SEGA&#8217;s accomplishments these past five years. Though to effectively set the mood: I bought a [...]]]></description>
			<content:encoded><![CDATA[<p> Instead of going on and on&#8230; and on&#8230; and on like a fanboy and start raving about how the Genesis was &#8216;teh bestest system evur&#8217; or how Shenmue is the &#8216;kewlest RPG evar madez,&#8217; I attack the cynics by listing SEGA&#8217;s accomplishments these past five years. Though to effectively set the mood: I bought a DreamCast last year. Let&#8217;s continue. <span id="more-13119"></span></p>
<p>       So, who here remembers E3? Hands down; it was rhetorical. How could any one possibly forget Microsoft publicly announcing theyâ€™re greedy bastards, Sonyâ€™s own Kevin Butlerâ€™s grand monologue that many gamers will use to try out for their Drama classes, or Nintendo claiming their souls back from the casual audience better than Mario could ever reclaim his dear princess? Iâ€™m sure Will definitely hasnâ€™t yet due to still swimming in loads of content from the event. Now, what does any of that have to do with the average headline above? Not much. In fact, the E3 event itself has nothing to do with any of this. What does though is the hype. </p>
<p><a href="http://monstervine.com/wp-content/2010/07/yakuza3_1.jpg"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2010/07/yakuza3_1.jpg" alt="" width="200" /></a>   Back in May, every single gaming site (except us because weâ€™re either hardcore or just incredibly lazy) were doing their part to hype up E3 through various previews, humor videos, editorials, predictions, etc. However, what caught my eye was a hype poll that IGN put up titled â€˜Who needs to do well at E3 this year or will cease to exist?â€™ with choices being for the big three and all the major publishers. My first reaction to this poll was a chuckle because, quite frankly, the chances of any company going anywhere in the next few years are low. Still, I decided to play along and I voted for Sony. The reason? Theyâ€™ve never had an OMGWOW press conference like Microsoft did in 2007/2008 or Nintendo in 2010. But, I digress. After voting, I got to see the current results, and, to be quite honest, I was shocked and appalled to see that the majority of people put aside their inner Console War 2010 soldier and voted SEGA. I was at least hoping that they would give rightful hate to Activision (itâ€™s as I type these words, I realize I will never get a review copy from themâ€¦ Iâ€™m cool with this).</p>
<p>	I think people are misaiming their hatred because I will fully agree with them that Sonic and Sonic Team as a whole have fallen from grace, but SEGA as a whole? Thatâ€™s saying a bit much. Yes, they do publish trash like the Iron Man games, but every publisher has their low moments. Heck, Iâ€™m still looking for an explanation from Bethesda for WET. Instead of focusing on their sellout titles and shovelware, I think people need to stop and give SEGA credit for the incredible publishing work and many fan-services they have done this gen. In fact, it seems when SEGA is trying, all they are doing is listening to the fans. Donâ€™t take my word for it, just look at their accomplishments from over these past five years: 1. Employing PlatinumGames (formerly known as MUTHA-FUKINâ€™ Cloverâ€¦ give or take a few syllables) who have given us Bayonetta, MadWorld, Infinite Space, and Vanquish (which looks awwwesome). 2. They re-birthed once great franchises such as NiGHTS, Samba De Amigo, House of the Dead and After Burner. Most of which did well critically and the other (who shall remain nameless) was a fun game for the casual audience that used the essence of a once famed peripheral <a href="http://monstervine.com/wp-content/2010/07/4775077465_8854749c3b-300x168.jpg"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2010/07/4775077465_8854749c3b-300x168.jpg" alt="" width="200" /></a> game 3. They developed Valkyria Chronicles which went down in the Guinness Books as the best strategic RPG of all time. 4. They worked with great developers like Tri-Ace and Monolith to bring us Resonance of Fate and Condemned respectively. 5. Unlike other companies, they do many fan-services such as bringing Dreamcast games into the land of glorious HD on the XBLA and PSN, bringing Yakuza 3 to the states, putting Mario and Sonic in, what is now, three games together (two of which are casual party games), listening to the fans of Sonic and returning him to a 2D side-scroller where he and speed are the only stars of the show, and many more. Instead of continuing this list, Iâ€™m going to cut this short because this article is already a tad wordy. Thus, conclusion time!</p>
<p>       Every day while browsing the hundreds of gaming sites out there, I always seem to find one face-palm worthy slam to SEGA like the press still holds a grudge. If that is the case, I say they all need to grow up and look at what the house that Sonic built has been up to. Heck, even the now hated mascot still manages to give us good titles through the Sonic Rush games, Sonic 4 (we hope), Sonic and SEGA All-Stars Racing is actually a fun kart racing title for those who canâ€™t get their hands on Super Mario Kart, and even Sonic Colors looks like it could turn out to be a pretty fun title if Sonic Team can keep their heads together. If anything, SEGA is one of the few third party developers that remembers what the hardcore gamer actually likes to play. I, for one, am thankful for this attention and canâ€™t wait to get my hands on Vanquish. Till then, Iâ€™ll be playing more Super Mario Galaxy 2. </p>
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		<title>Analysis: Final Fantasy XIII &#8211; Unpacking the Epic</title>
		<link>http://monstervine.com/2010/03/analysis-final-fantasy-xiii-unpacking-the-epic/</link>
		<comments>http://monstervine.com/2010/03/analysis-final-fantasy-xiii-unpacking-the-epic/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 05:11:05 +0000</pubDate>
		<dc:creator>Francis Rodriguez</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Agency]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Final Fantasy XIII]]></category>
		<category><![CDATA[Square Enix]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=12319</guid>
		<description><![CDATA[Note: I may (or may not) add pictures to accentuate this editorial at a later date. &#8211; pjs. With Final Fantasy XIII finally hitting the Western world, early criticisms from numerous video game websites all point toward a clear and concise outcome. While the reception of the Japanese release had already foreshadowed the following to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://monstervine.com/wp-content/2010/03/finalfantasyxiii-editorial.png"><img src="http://monstervine.com/wp-content/2010/03/finalfantasyxiii-editorial.png" alt="" title="finalfantasyxiii-editorial" width="586" height="408" class="aligncenter size-full wp-image-12335" /></a></p>
<p>Note: I may (or may not) add pictures to accentuate this editorial at a later date. &#8211; pjs.</p>
<p>With Final Fantasy XIII finally hitting the Western world, early criticisms from numerous video game websites all point toward a clear and concise outcome. While the reception of the Japanese release had already foreshadowed the following to be true this past holiday season, now that the rest of the world has seen and spoken their thoughts about the game, I feel it is now appropriate to dissect Square-Enix&#8217;s debut Final Fantasy title of the HD generation.  </p>
<p>In the words of Christian Nutt, it is clear that Final Fantasy XIII is one of the most polarizing games of 2010. To fully understand this statement, we must first unpack several important questions. Why Final Fantasy XIII? Or possibly more important: Why Final Fantasy? Trends have shown that while the game received mixed reception both within its home soil as well as international soil, the biggest polarization of the game&#8217;s reception comes between Japan and North America. For those who may already be clueing in to part of where I&#8217;m getting at, the rest may sound like self-indulgent rhetoric, but Square-Enix&#8211;who has been struggling for almost a decade to create the universal RPG&#8211;must know that their most essential design choices for Final Fantasy XIII, and how those choices were received by the masses, have hit (if not blindly unaware of it) the core of the problem regarding true international success. A polarization so significant, more than any title that came before it, has to have made Square-Enix aware that they&#8217;ve inadvertently experimented with an infrastructure (unforeseen or not) that has greatly defined the success of their video games. <span id="more-12319"></span>   </p>
<p><font size=5><font color=green>
<p align=right><b>________What Final Fantasy XIII Is</b></font size></font color></p>
<p>While one can praise Final Fantasy XIII for its awe-inspiring graphics or its fast-paced battle system, at the end of the day, it is obvious that Final Fantasy XIII is fundamentally shaped and defined by its characters. While many other RPGs try to divide the player&#8217;s investments across many aspects of the game design, Final Fantasy XIII facilitates a very pronounced, character-driven experience by not only increasing the frequency in which cutscenes occur, but also removing secondary distractions such as party customization and extensive gameplay mechanics for a very large portion of the game. Parties are regularly being changed and altered as you are shifted from one cast member to another, leaving absolutely no freedom to customize character setups beyond the Crystarium until much later in the narrative (more on this later).</p>
<p>Another major design choice Square-Enix chose to compliment this character-driven experience is in the way they handled maps and navigation. Play Magazine described the environments as being no more than &#8220;wallpaper thrown over a tunnel that players walk through&#8221;, and GamePro summarizes the gameplay as &#8220;a long hallway toward an orange target symbol on your mini-map that triggers a cutscene, a boss fight, or both&#8221;. Persuasive rhetoric aside, it is true that Final Fantasy XIII&#8217;s exploration maps invite very few opportunities to stray off of the high road, and even if you do, the convenience of orange exclamation points allow you to backtrack onto the main path if you do happen to get lost. This in itself is not a flaw, in my opinion, but it does place pressure on players to stay anchored on traversing only the &#8216;relevant&#8217; parts of the map&#8211;chests are not even marked on the maps until after you&#8217;ve opened them. </p>
<p>So while the inclusion of Gran Pulse and its accompanying plethora of end-game content does reintroduce the elements of player agency like party customization and world exploration into the mix, for many, having to wait until the last 2-3 chapters of the game to gain access to these features leaves the entire affair feeling like more of an after-thought than a fully integrated system within the game design.</p>
<p>So in light of these polarizing results, the biggest question has still got to be simply: Why? The magnitude in which these design choices were implemented is not small, meaning that Square-Enix had to have thoroughly considered their options before finally coming to a decision as to what vision they wanted to take with Final Fantasy XIII. So what sort of factors might have influenced them to take such a route with their debut HD Final Fantasy title? The scope of this question is vast and buried beneath many layers of complexity, but realistically we can examine this inquiry in two major ways. First is by mapping the history of the video game industry, and the second is by deconstructing the JRPG and the WRPG, and how cultural thought processes influence how each one is developed.</p>
<p><font size=5><font color=green>
<p align=right><b>________Looking at the History of the Business</b></font size></font color></p>
<p>First and foremost, Final Fantasy has been around for a very long time. Prior to the turn of the 21st century, and more importantly, prior to the entry of this new generation of HD gaming, Final Fantasy had always set the benchmark for console RPGs; sometimes, Final Fantasy was the <b><i>only</b></i> RPG brand to play. This was definitely true for consoles throughout the 1980s and 1990s when an RPG was defined as something that &#8216;only came out of Japan&#8217;. Consequently, irregardless of where you lived in the world when you became interested in console RPGs during the industry&#8217;s infancy, Japanese RPGs&#8211;most notably Final Fantasy&#8211;were the only available games out there that you could be exposed to. </p>
<p>Broadening this topic for a moment, it should be noted that while the console sector was founded by companies like the Magnavox and Atari throughout the early 1970s, after suffering two massive industry crashes leading up to 1983&#8211;by which time, <b><i>all</i></b> North American console projects had been discontinued&#8211;companies like Nintendo and Sega soon came to dominate and dictate what became of the industry, both in what was made and what sort of games came to be considered entertainment. In other words, by the dawn of the 1980s, Japanese-developed video games and video game consoles popularized what would eventually become what people came to identify as the video game industry.</p>
<p>With Squaresoft having made themselves exclusive third-party developers for the Nintendo brand, the success of the NES and SNES&#8211;both of which were the best-selling consoles of their generation&#8211;allowed Final Fantasy to systematically define the console RPG genre with each new reiteration over the next twenty years. This continued to be the case even after the introduction of the Playstation in 1995 and the Playstation 2 in 2000 when Squaresoft changed their exclusivity from Nintendo to Sony (also a Japanese company). At the turn of the millennium, however, the industry would soon see a significant change.</p>
<p><font size=3><font color=green><i>A Shift in the Industry</i></font color></font size><br />
When Microsoft launched their original XBOX console in 2001, the video game industry would never be the same again. Besides being the first successful North American-based video game company to introduce a console into the market since the video game crash of 1983, Microsoft&#8217;s greatest achievement was the popularization of the First Person Shooter genre for the consoles. Older relics like Doom, and more particularly Counter-Strike may have already popularized the genre for the masses, but it was not until the release of Halo: Combat Evolved that people began to view the FPS genre as something that made sense for the consoles. Despite the fact that the Playstation 2 still prevailed as the best-selling console of its generation, Halo: Combat Evolved managed to sell one million copies within the first five months of release&#8211;something no other video game at the time managed to do, and by April of the following year, it became clear that the FPS was a winning formula in the Western world. </p>
<p>Fast-forwarding to 2005-2006, the dawn of our current generation of HD gaming, we see even bigger development among Western developers. Be it a confidence boost from Halo&#8217;s commercial success or otherwise, it is only during this generation that we see a large expansion of video game development by Western developers across numerous genres including the Action/Adventure and of course, the Role-Playing genre. Franchises like Gears of War, Fable, Killzone and Fallout are only a few examples of these efforts.</p>
<p>With North America now once again an influential force in the industry, developers like Square-Enix who continue to aim for international success with their video games can no longer ignore this emerging trend. In hindsight, it now becomes clear why during one of his last interviews, Kitase Yoshinori describes Final Fantasy XIII&#8217;s pacing as being closer to a First Person Shooter campaign than as a traditional JRPG. At first it seems like a very bizarre comparison, but upon dissection of Final Fantasy XIII&#8217;s design, these similarities are more readily seen. </p>
<p>The campaigns of First Person Shooters, at their core, are fairly simple. Usually comprised of fast-paced scenarios where players are made to travel from point A to point B, there is no back-tracking after each level is completed, and once you complete your objective, you are almost immediately thrust into a completely new scenario and the process begins anew. This perpetuation of a high-intensity experience gives the First Person Shooters its charm, and clearly has been something Square-Enix tried to emulate in Final Fantasy XIII. All the areas you travel through during the first 10 chapters or so are no longer visitable after you leave for the next area, and the constant change of party members depending on where you are in the plot is a facilitation of this &#8216;scenario&#8217; experience. Towns and cities are non-existent save for the plot-relevant ones, but the paradigm of town-stop-overs to rest at the Inn and upgrade party gear is remarkably absent. Instead, you are relentlessly pushed through the game&#8217;s narrative with generous amounts of save points that take care of all your upgrading needs. In this sense, it can be said that a majority of the adventure in Final Fantasy XIII is a simulation of objectives that are thrust on the player one after the other. </p>
<p><font size=5><font color=green>
<p align=right><b>________Some Cultural Context</b></font size></font color><br />
<font size=3><font color=green><i>Individualism vs Collectivism</i></font size></font color></p align>
We often read about video games and identify their developers as being &#8216;Western&#8217; or &#8216;Eastern&#8217;. But while these terms usually function as geographic signifiers for North America and Japan, it is particularly important to explore these two words in their cultural contexts. In sociological thought, we can view Western and Eastern culture as differing on a social spectrum that is contemporarily defined as &#8216;Individualism vs Collectivism&#8217;.</p>
<p>Western colonial history is a big part of what eventually defines this prevailing individualistic ideology, but to discuss colonialism and how it has shaped North America culture leading up to today would be far too arduous a task in its entirety. But for the purposes of this editorial, what is important to understand is the way in which colonial discourse has consequently bred our society to 1) value our autonomy as unique individuals in a world where we relate and evaluate ourselves and others through modes of difference, and 2) normalize these cognitive frameworks as being relevant across all walks of life; &#8216;our way&#8217; is the way it &#8216;should be&#8217;, and/or &#8216;always has been&#8217;.</p>
<p>Individualism pervades many aspects of human living here in North America. From a very young age, children are taught to express themselves creatively, value their uniqueness, and above all, do these things confidently and without reservation. Schoolwork is designed with ideas of self-reliance in mind, and there is a particular emphasis placed on analytical models of problem solving, using one&#8217;s own knowledge to examine, evaluate and complete tasks of adversity. While group-oriented work and cooperation among group members are still major parts of almost all curriculum programs, successful and cohesive group productivity is often achieved through the collective efforts of people with individual expertise, and we see this when Sally, who is good at arts and crafts, is chosen to make the bristle board for her group&#8217;s history presentation, and Jim, who is good at writing, is chosen to summarize and type up the group&#8217;s presentation notes. Teamwork, then, is just as much of an individual expression of production as it is a collective one. </p>
<p>This Western ideology of individualism has not only been a relentlessly instilled concept in North American thought, but also normalized to the point of invisibility; we are systematically posed to see these cognitive frameworks as being natural and especially self-evident. Byproducts of this naturalized outcome can be seen across many institutional realms&#8211;the political, social, religious and sexual realms of human experience just to name a few. Monogamy, democracy, heterosexuality; Western colonial history has developed these institutions for us and have engrained it in our culture in such a way that we sometimes forget to appropriately objectify these ideas. Our individualistic identities push us so far into believing and placing ourselves at the centers of our own lives that we sometimes mistake our ideologies as being the &#8216;way things should be&#8217;, and fail to consider our methodologies as being one of many in an ultimately perspective world.</p>
<p>Collectivism is a prevailing ideology of many Eastern nations, but for our purposes we consider specifically the ways in which this is relevant to Japan. History, much like colonialism was for Western expansion, has had an undeniably significant role in this country&#8217;s adoption of a collectivistic way of life. The postulates that make up collectivism are so distanced from our individualistic experiences that it is no wonder that beyond our amicably named &#8216;moon language&#8217; of Japanese written word, many find themselves simply &#8216;not getting&#8217; Japanese culture. </p>
<p>Conversely, collectivism places value on communal harmony among populations, and emphasizes a structure of interdependence between individuals. Simply put, it is more important to consider the needs of the group over the needs of any one person. This philosophy is applied in many different areas of Japanese society. In many schools, dress code is much stricter than anything in the West with things like hair color, piercings and sometimes even fingernail length being monitored. Students are not particularly encouraged to speak up and question the opinions of their instructors. Conformity, something that in the West is often discussed in a more pejorative light, is a much widely more practiced&#8211;if not accepted&#8211;way to deal with disparity. To be accepted by one&#8217;s peers and to fit in with the rest of the community is seen as much more important than to be uniquely expressive. For individualist cultures, this philosophy is collectivism&#8217;s greatest criticism. However, this is not to say it is without its own advantages. Because of its holistic nature, people of collectivist cultures are much more sensitive of others around them, and are more aware of conflicts that are present in their surroundings. Empathy is a much more tangible concept in collectivistic thought, allowing them to better understand the perspectives of others much more than individualists.</p>
<p>We can find collectivistic thought all throughout Japanese history, including poetry and even within the wealth of Japanese fables and mythology. The philosophical view that &#8216;the whole is greater than the sum of its parts&#8217; is a common theme in literature, and even more so among pieces which depict families&#8211;a very pivotal part of Japanese living. In a short story written in the late 1660s, entitled <i>Nippon eitaigura</i>, a son of a wealthy merchant sets out to find his own fame and fortune with nothing but the clothes on his back. During his travels, he considers options like &#8216;picking up empty shells which people scatter over the town, burn them at Reigan-jima, and sell the ashes as lime&#8217;, or &#8216;shred edible seaweed or shave dried bonito into &#8216;flower-strips&#8217; and sell them by the plateful&#8217;. This son, named Shinroku, eventually purchases a roll of cotton and cuts them into sequentially and sells them as hand towels. Slow at first, he finishes making his fortune over the next ten years.</p>
<p>The above summarization of an old rags-to-riches tale is one such story that many Japanese businesses still mimic to this day. The idea of maximizing volumes, and making profits by small margins over long periods of time is reflective of their understanding of an ideally functioning society. Individually, one sale is insignificant. But when many of these sales group together, the impact is much more meaningful. It goes without saying that this is just one symbolic representation of collectivistic thought, and its presence and pervasiveness in Japanese culture.</p>
<p><font size=5><font color=green>
<p align=right><b>________Tying it all together</b></font size></font color></p>
<p>Final Fantasy XIII has certainly made some substantial changes from previous instalments of the franchise, but despite Square-Enix&#8217;s genuine attempt to create a game that would appeal across the seas, they have instead created the most polarizing Final Fantasy title of all time. I had already mentioned earlier in this editorial that this polarization had to be a signifier that Square-Enix had struck the core of their problems regarding international success, and now that the foundations for the historical and cultural contexts have been laid, we can finally start to pull some strings together to explore what has caused this polarization.</p>
<p><font size=3><font color=green><i>JRPG vs WRPG: A Fundamental Shift in Preference</i></font color></font size><br />
To reiterate, console RPGs up until this generation have been primarily dominated by Japanese developers. While not inexistent by any means, Western-developed RPGs that were well-received stayed primarily on the PC and went relatively unnoticed by a large portion of the gaming demographic. This changed when Western developers finally started investing more budgets on console RPGs, producing titles such as the Mass Effect series, Fallout 3, the Fable series and so forth. Not only did these RPGs do exceptionally in sales and win a multitude of yearly awards, but it also marked the beginning of a continuing slew of criticisms regarding JRPGs. It may have been the first time we even needed to make the distinction of JRPG. We have all heard the arguments. Statements such as &#8220;JRPGs are outdated&#8221;, &#8220;JRPGs are boring&#8221;, &#8220;JRPGs need to reinvent themselves&#8221; continually flooded message boards and video comment boxes throughout the internet and sadly enough, even made their way onto published magazines and out of the lips of &#8216;distinguished&#8217; experts on television programs. How did the industry standard for RPGs suddenly become out of date within such a short period of time?</p>
<p>When comparing Japanese developed RPGs with Western developed RPGs, one fundamental difference stands out the most: linear vs nonlinear storytelling. Critically-acclaimed titles like Fallout 3 and the Fable and Mass Effect series all share in common in a nonlinear approach to storytelling. In all three games, players are able to crucially shape both the direction of the story and the development of the main character. In Fallout 3, players are given a chance to nuke an entire city which greatly affects the story (how would it not?). In Fable, you can choose your character&#8217;s gender and subsequent choices you make throughout the game can slowly change the way your character looks. In Mass Effect, you can additionally adjust a variety of facial features and piece together a preset backstory before even starting the game. Such considerable character control is nonexistent in JRPGs, which stick primarily to linear structures with characters and storylines which players cannot create, edit or make decisions for. </p>
<p>If we were to apply what we know of individualist culture, it is easy to see why so many North American RPG fans have switched loyalties to the WRPG brand. In a society where valuing uniqueness and expressing individuality is a well regarded philosophy, being able to choose how we look and what decisions we make in our video games is truly, a very fulfilling experience. Such a structure caters to our desire to be who we want to be, and always be at the center of our own experiences as we play through our RPGs. As individualists, we are more ready to attach ourselves to the paths we have created with our own hands, and invest ourselves into stories that we know we were responsible for making.</p>
<p>For collectivist cultures like Japan, a linear storyline is much easier to digest than individualists who are more inclined to be unsatisfied with the lack of control. Because the collectivist&#8217;s capacity for empathy is so much bigger than the former, they are more ready to invest themselves in the predetermined storyline that is unfolding before them, even if they have no control over what comes next. Even if the characters they follow throughout the game are out of their hands to manipulate&#8211;in both how their personalities change and the choices they make&#8211;their holistic innateness in seeing &#8216;the bigger picture&#8217; may make it easier to relate and understand where the characters are coming from, allowing them to feel just as important to the story (if not more) as the characters they are following.</p>
<p>These kinds of frameworks greatly shape development choices that studios make when creating RPGs, and it is no surprise that Western developers were as well-received as they were by North Americans when their RPGs finally hit the market. North Americans know best what North Americans want because they understand each other and are looking at games with the same eyes. </p>
<p>So when we consider the recent trend of JRPGs failing to please Western audiences, I attribute this to a fundamental preference shift that happened in Western audiences when they became exposed to nonlinear RPGs, rather than simply: JRPGs are outdated. The preceding criticism, along with others such as &#8220;The Japanese market is failing&#8221; are but context-specific demonstrations of how our colonial history has continued to normalize our culture as being globally self-evident and self-relevant. While this has been the case for JRPGs over the past couple of years, Final Fantasy XIII is but a most recent example of this effect.</p>
<p><font size=3><font color=green><i>The Problem of Agency</i></font color></font size><br />
Gamasutra&#8217;s Christian Nutt was on to something big when he explored the significance of player agency back in January in his own Final Fantasy XIII analysis editorial. It cannot be understated how important this concept is to the experience of RPGs, and consequently the enjoyment of RPGs. Final Fantasy XIII is probably the best example of this since perhaps more so than the argument of linear vs nonlinear storytelling, Final Fantasy XIII&#8217;s greatest criticism of all is its incredibly skewed negotiation of the &#8216;structure vs agency&#8217; dilemma. </p>
<p>Developers of RPGs (both Western and Eastern) are faced with the task of having to balance the player&#8217;s experience of the RPG through structure such as the pacing of the story, party customization, accessibility to towns and world maps, and agency&#8211;that is to say, the degree of freedom in which the player is able to control and experience these structural elements of the game design. When the thought of Final Fantasy XIII being &#8216;too linear&#8217; surfaced among reviews of the gaming community, many people interpreted this as being an empty&#8211;and virtually irrelevant&#8211;piece of advice because Final Fantasy titles have always been &#8216;linear&#8217;. It is important for us to understand that this criticism was not aimed at the argument regarding linear vs nonlinear storytelling, but at this conceptual spectrum of structure vs agency.</p>
<p>All RPGs, regardless of their storytelling approach, grapple with this dilemma. When we talk about cutscene direction&#8211;when, where and how often they happen&#8211;we are dealing with structure. When we talk about the ways in which players can initiate these cutscenes (for example, players can choose to view cutscenes A through D in any order they like), we are dealing with agency. When we talk about what sort of skills and abilities specific characters can learn throughout the game, we are dealing with structure. When we talk about to what degree we can specialize these characters in battle, through equipment, naturally learned abilities or otherwise, we are dealing with agency. A very popular application of agency in JRPGs&#8211;considered by some to be quintessential&#8211;is the aspect of backtracking maps, exploring towns and villages, and progressively consolidating party setups as the game goes on. As you might have already concluded, all three of these (though one might argue only two) are missing from Final Fantasy XIII&#8217;s formula. This is the kind of agency (or lack thereof) that has garnered the phrase &#8216;too linear&#8217; among critics. With the removal of towns and villages, along with the ability to steadily improve and consolidate your party and backtrack previously explored maps, people feel that the world they are experiencing, and the choices they can make, are inconsequential and ultimately meaningless. Truly, if one believes these parameters to be an essential part of their RPG experience, then its absence from the game&#8217;s structure is a glaring flaw, if not an indicator of failure as an RPG.</p>
<p>When it comes to Square-Enix&#8217;s resolution of this &#8216;structure vs agency&#8217; dilemma, the resulting polarization of the fanbase in regards to Final Fantasy XIII is but a signal that Square-Enix has sourly misunderstood what sort of demographic makes up their fanbase. Yoshinori Kitase had already affirmed that while the company does recognize how well nonlinear approaches to storytelling work for Western audiences, it will still continue to produce linear games, justifying this conscious decision as being &#8216;the best&#8217; way to deliver their visions. This in itself is not the problem as all previous instalments of Final Fantasy retained this linearity without a notably polarized result. Rather, it shows that within the Final Fantasy fanbase, two types of players exist. As you can guess, this division is greatly determined by structure and agency. The first of the two is what I&#8217;ll amicably call the obsessive-compulsive-level-grinders. These are the gamers who look forward to the battle systems the most when they hear news about the newest Final Fantasy title coming out. They&#8217;re always the first to optimize gear setups and develop thoroughly complex (but effective) strategies against post-endgame bosses. They&#8217;re the ones who refuse to take on the final boss of the game until they&#8217;re at the absolute final level with everyone&#8217;s final weapons and gear. They&#8217;re the ones who actually liked Final Fantasy XII (I&#8217;ll allow myself this one instance of self-indulgence). The second of these two types in the fanbase are the story-and-character-driven players. They&#8217;re the ones that care the least about the battle systems and care the most about the cast and the mythology. They&#8217;re the ones who look up character profiles on official websites to find out mundane things such as a character&#8217;s height, age, and weight. They&#8217;re the ones who define a RPG&#8217;s success by the believability of its plot and consistency of its characters. Character development is an absolute must to receive any good rating.</p>
<p>It should be said that this division is not black and white, as there are many who lie at the middle of this scale, but because of Final Fantasy XIII&#8217;s game design&#8211;one that Kitase has stated to be a story-centric RPG&#8211;the game&#8217;s polarizing reception is a good indicator that these two types not only exist, but have greatly affected players and their experiences of the game. As a result, you have one side of the fanbase (the level-grinders) who are upset about the game&#8217;s &#8216;too linear&#8217; approach, and the other (the story/character-driven) who describe Final Fantasy XIII as a fantastic experience. Square-Enix might have thought that people who continued to buy their RPGs in spite of the new Western trends in storytelling simply preferred linear ones (which may be true to an extent), but they may also have overestimated what exactly it is about linear JRPGs that players enjoy so much. To say the least, they should have a much better idea now.</p>
<p><font size=5><font color=green>
<p align=right><b>________A Personal Perspective</b></font size></font color></p>
<p>For the record, I fall under the second type of gamer. Interesting and believable characters have always been at the top of my list when I investigate RPGs, followed by story, music, graphics, then finally gameplay. When I first got word of how Final Fantasy XIII was receiving mixed reception in Japan back in December, I began to dig deep to discover where exactly this was coming from. While intangible at the time, I found out about some of the design choices Square-Enix made about Final Fantasy XIII, but could not quite pinpoint what exactly it was I was grappling with in my mind. Christian Nutt&#8217;s January article on Final Fantasy XIII was like an epiphany, and pretty much put all the pieces together. </p>
<p>There is no denying that Final Fantasy XIII is a highly perspective game, one that caters to a very specific kind of RPG player&#8211;fortunately enough for me, I happen to be that specific kind of player. But while this means that there are many who won&#8217;t enjoy the game as much as I probably have, this does not make Final Fantasy XIII a bad game, contrary to how some reviewers have talked about it. Square-Enix had a certain vision for the game, like all developers do for their RPGs. These visions affect the direction a game takes, and is it only fair that we judge these RPGs along the parameters in which they have followed. I feel many reviewing sites fail to do this. Because Final Fantasy XIII has been designed with a story-centric focus in mind, we must judge its credibility as a RPG in how well they execute this kind of framework, instead of judging it based on what [i]we[/i] feel makes a good RPG, and on what <b><i>we</i></b> want to see (colonial discourse echo?).</p>
<p>To start, a story-centric game requires that above all else, the story and its characters must always be at the forefront, and must always be the driving force of the entire game. To do this, Square-Enix had to make some very bold design choices in order to accomplish this, and the most significant of these is the moderation of agency. Yoshinori Kitase continually advertised Final Fantasy XIII as being a cinematic, story-centric RPG, one that would focus on the emotions of its characters above anything else. To produce a game with this direction in mind, agency is certainly an obstacle. In order to fully control how a player experiences the characters and experiences the story of the game, a developer must take care to avoid any kinds of distractions interfering with the player&#8217;s attention. Agency is one such distraction as it directly affects the pacing of the game, something that is most effective for cinematic experiences if it can be controlled by the developer. </p>
<p>Agency also creates what I like to call &#8216;story-telling-downtime&#8217;. This occurs whenever you find yourself doing something that works outside of the plot and doesn&#8217;t push the narrative forward. Side-questing, or the long hours spent in the menus reorganizing ability setups, upgrading weapons and armour, or getting lost in villages wondering where the save point is or where the next objective is; these are all examples of such &#8216;story-telling-downtime&#8217;. From a story-centric standpoint, these instances are detrimental to the gaming experience because it&#8211;for however long the activity lasts&#8211;disjoints the player from the story and disconnects them from the players. Pacing is important because if any particular section of the game drags on too long, players begin to lose interest and sometimes even forget what it was they were meant to do. By removing obstacles such as towns and villages to explore, Final Fantasy XIII can eliminate this potential source of downtime and concentrate on keeping the player engaged in events that matter. Additionally, being unable to intricately customize your party due to constant party swaps allows players to not be distracted by the notion of &#8216;creating the perfect setup&#8217;. Instead, by reducing the need for players to enter their menus and make adjustments, they can focus more exclusively on the characters, and perceive the narrative unfolding before them as being more relevant to the gaming experience. </p>
<p>It should be addressed that Final Fantasy XIII actually does have level-grinding, side-quests, map backtracking and party customization aspects in it, however, players do not get access to these freedoms until at least the third last chapter of the game. So in a sense, these criticisms of being &#8216;too linear&#8217; can be argued to be untrue since&#8211;in my opinion&#8211;everything a level grinder would want is present in the game &#8216;at some point&#8217;. I punctuate &#8216;at some point&#8217; because it is this statement that seems to illuminate the point of contention regarding this issue. A &#8216;level-grinder&#8217; friend of mine told me recently that &#8220;[he] would never replay the game again because [the game] takes too long to allow [him] to do anything&#8221;. So while he acknowledges that agency does exist in the game, the time in which it takes to arrive to that point is far too long. In essence, this is the true criticism behind the &#8216;too linear&#8217; claim. </p>
<p>As a story and character driven player, I can understand why Square-Enix made this decision. If anything, I believe Square-Enix always wanted to have these end-game/post-game elements in Final Fantasy XIII and had no intention of ever leaving them out. They problem was how to insert them into the game design without affecting their story-centric approach. Choosing to throw in all these elements at the end of the game may seem sloppy on the surface, but from a story-centric framework, placing this in and around Chapter 11 was a well-thought out choice. </p>
<p>Not to divulge any spoilers, I&#8217;ll keep it simple by saying that for the first 10 chapters of the game, the main cast of Final Fantasy XIII were all grappling with their own realities and coming to terms with the events&#8211;however dire&#8211;befalling them. By constantly pushing forward the narrative with very little downtime, not only was the overall story of Final Fantasy XIII longer than anything that came before it, but it also allowed for Square-Enix to more gradually flesh out each and every character in the cast. By the end of Chapter 10, the cast of characters whom for the longest time thought only of themselves and cared little about the others, finally came together and consolidated themselves as allies and as fellow kin; humans battling the same fate. This consolidation of the cast as a united front coincided directly with the introduction of Gran Pulse and its accompanying &#8216;level-grinding&#8217; elements. I suspect that this decision was because Square-Enix felt comfortable in granting more agency to players only after they witnessed the final transformations in the characters&#8217; lives. This decision also proves to be somewhat synergetic as the introduction of Gran Pulse and its vast array of opportunities for level-grinding, party customizing and weapon/gear upgrading becoming available to us only after the cast comes to terms with both their individual and collective realities engrains in us a sense of accomplishment, both in the narrative and in ourselves.  </p>
<p><font size=5><font color=green>
<p align=right><b>________Wrapping it up</b></font size></font color></p>
<p>While this was meant to be a cross-sectional analysis of Final Fantasy XIII (which I still intend it to be even now), there are just a few final thoughts that I wish to leave you all with. First and foremost, it is important for us to understand how our North American culture has been institutionalized, as well as the way it normalizes our own opinions and experiences to a point of being self-evident. It is also important that we understand that when we read and watch video reviews about JRPGs from sources such as IGN and Gametrailers, we are listening to critics who many times fail to remember that they are evaluating a game with foreign eyes, and using individualistic attitudes to determine a JRPG to be &#8216;good&#8217; or &#8216;bad&#8217;. It is unfortunate that these reputable gaming websites, to this day, continue to slay JRPGs with culturally biased criteria that simply cannot win when dissected on a Westernized petri dish. Be aware of these inconsistencies and consider carefully your own tastes and preferences, so that you can truly be an informed gamer when you seek out secondary opinions on a video game, JRPG or otherwise. </p>
<p>Final Fantasy XIII, unfortunately for Square-Enix, is still a JRPG at the end of the day, with cultural undertones continuing to peg its story and characters as &#8220;unbelievable&#8221; (GameTrailers) by many Western sources. This is a perfectly valid opinion, but one that quickly becomes a problem when we start to treat this singular expression as being the end-all-be-all of the game&#8217;s evaluation without any context to base it on. It would be ideal if gamers could afford to be more objective and examine all the angles with the appropriate information before giving the final word on what consummates a great video game, but if there is any way to begin a shifting of this paradigm (pun intended) of industry thought, the starting point lies with the experts and video game journalists.</p>
<p><BR><BR><BR><BR><br />
<font size=2><font color=green><i>Some food for thought.</i></font size></font color><br />
Contrary to the belief that the Japanese market is dwindling based on the decline in JRPG reception here in the West, consider the fact that not only have JRPG sales (particularly Final Fantasy) remained generally the same since the days of Playstation 1, but they have, and still continue to sell better internationally than WRPGs do in Japan. Looking at some JRPG sales numbers in North America for 2008 onward, we see that Infinite Undiscovery sold about 280,000 copies since its release on September 2, 2008 (note that this is a XBOX 360 exclusive, so there are no PS3 sales to consider here even though it is the stronger console in Japan). Star Ocean 4 International, which released just at the beginning of this month, has already sold about 70,000 copies in North America alone. Final Fantasy XIII has sold over 1 million copies in North America in 5 days. Now to look at some WRPG sales in Japan, Fallout 3 was released on December 4, 2008 and to this day, has sold collectively around 160,000 copies on both PS3 and 360 in Japan. Fable 2 was released that previous October and to this day as amassed about 110,000 copies in sales in Japan. Mass Effect 1 and 2 did not even make it overseas.</p>
<p>The above is yet another example of how our culture is naturalized to place itself at a point of self-evidence and self-relevance. If Japanese video games aren&#8217;t doing well here in North America, they must not be doing well at all!</p>
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		<title>Wii Accessories</title>
		<link>http://monstervine.com/2009/10/wii-accessories/</link>
		<comments>http://monstervine.com/2009/10/wii-accessories/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 00:12:44 +0000</pubDate>
		<dc:creator>Marshall_Inc</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Headline]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=11257</guid>
		<description><![CDATA[September 17th, CTA Digital released the first ever Wii Bowling Ball. Fashioned after an authentic bowling ball, it feels just like a regular bowling ball but only weighs a little over one-pound. The ball is easy to use with an innovative inner system that allows you to easily access all of the buttons from outside [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://monstervine.com/wp-content/2009/10/wii-bowling-ball-cta-digital.JPG"><img src="http://monstervine.com/wp-content/2009/10/wii-bowling-ball-cta-digital.JPG" alt="wii-bowling-ball-cta-digital" title="wii-bowling-ball-cta-digital" width="429" height="298" class="aligncenter size-full wp-image-11509" /></a></p>
<p>September 17th, CTA Digital released the first ever Wii Bowling Ball.  Fashioned after an authentic bowling ball, it feels just like a regular bowling ball but only weighs a little over one-pound.  The ball is easy to use with an innovative inner system that allows you to easily access all of the buttons from outside the ball.Â <span id="more-11257"></span> The Wii remote sits inside of the device, and there is even room for a Wii Motion Plus adapter!  Also included are six removable finger plugs that allow you to choose the size of the finger holes!  Now, personally, I think that this would be a great accessory if it weren&#8217;t for the simple fact that its only use is with bowling games.  To me, this seems kinda obvious because I simply wouldn&#8217;t want to spend thirty dollars on a device that&#8217;s only good for a handful of games that are nearly the same.</p>
<p><img class="aligncenter size-medium wp-image-11259" title="Bowling Ball" src="http://monstervine.com/wp-content/2009/09/Bowling-Ball1-200x200.jpg" alt="Bowling Ball" width="200" height="200" />When I first saw the announcement for the Wii Bowling Ball, I went back to look at some of the other accessories for the Wii as well as their prices.Â  First, we have the Wii sports accessories.Â  Often found in packs, this includes a golf club, a baseball bat, and a tennis racket.Â  Having bought many of the accessories when they first came out, I have had personal experience with alot of them and, after considering many things such as the price, number of games they are compatible with, and overall feel of handling them, I can say with confidence that I regret the purchases.</p>
<p>I was all psyched up when I bought Transformers 2: Revenge of the Fallen for Wii a while back.Â  I assumed that, since it was pretty much a shooter game, that I would be able to use the Nerf Wii Gun for something other than duck hunt.Â  Imagine my disappointment when I got home and found out that it is impossible to use the controls on top of the gun (except for the A button) while it is inside the device.Â  After doing alot of research, I found out that most shooting games require the remote&#8217;s direction pad among other things for targeting, moving, strafing, etc.</p>
<p>All in all, I simply wouldn&#8217;t suggest many of the Wii Accessories to my readers.Â  While most of them are functional for what they were intended (I mean seriously, the Bowling Ball worked great), I just don&#8217;t see myself or many others buying a ton of bowling ball games.Â  Likewise, with most Wii games costing around fifty dollars, it&#8217;s simply not practical to spend another thirty on an accessory for a single game.Â  Keep in mind that this is all my opinion, so feel free to leave comments.Â  In fact, I encourage it.</p>
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]]&gt;</script></span></p>
]]></content:encoded>
			<wfw:commentRss>http://monstervine.com/2009/10/wii-accessories/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>So What If Mass Effect 2 Is Emotional?</title>
		<link>http://monstervine.com/2009/02/so-what-if-mass-effect-2-is-emotional/</link>
		<comments>http://monstervine.com/2009/02/so-what-if-mass-effect-2-is-emotional/#comments</comments>
		<pubDate>Thu, 26 Feb 2009 07:09:33 +0000</pubDate>
		<dc:creator>William Saw</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[Mass Effect 2]]></category>
		<category><![CDATA[WRPG]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=7388</guid>
		<description><![CDATA[The following editorial was produced by Marco Fiori, a Freelance Contributor. To see more of his work, check out his website here. It has never been better to be a RPG fan. Not only are Bioware, considered by many to be the best in the business, looking to deliver on their Baldur&#8217;s Gate &#8216;spiritual successor,&#8217; [...]]]></description>
			<content:encoded><![CDATA[<p>The following editorial was produced by Marco Fiori, a Freelance Contributor. To see more of his work, check out his website <a href="http://www.marcofiori.co.uk/">here</a>. </p>
<p><a href="http://monstervine.com/wp-content/2009/02/masseffect2logo.jpg"><img src="http://monstervine.com/wp-content/2009/02/masseffect2logo.jpg" alt="masseffect2logo" title="masseffect2logo" width="430" height="94" class="aligncenter size-full wp-image-7390" /></a></p>
<p>It has never been better to be a RPG fan. Not only are Bioware, considered by many to be the best in the business, looking to deliver on their Baldur&#8217;s Gate &#8216;spiritual successor,&#8217; Dragon Age: Origins.  We are pleased by the announcement and cannot wait to find out more details on the game.</p>
<p><em>So what do we already know?</em> Well, it has the unimaginative title of Mass Effect 2; a QA man at Bioware indicates that Mass Effect saves will have a purpose; and the game might reach the PS3. Finally we have <a href="http://www.nowgamer.com/news/213/mass-effect-2-to-be-emotional">the proclamation</a> from Bioware&#8217;s CEO, Ray Muzyka that Mass Effect 2 will:</p>
<blockquote><p>&#8220;have consequences that are emotionally compelled; choices have to have consequences that are emotionally impactful [...] it&#8217;s part of the emotional investment.&#8221;</p></blockquote>
<p>Good one Ray, tell us another.</p>
<p>Call us sceptical, but we have played far too many games where the player is promised that everything they do will have an effect. In reality, it is blindingly obvious when the &#8216;choice-moment&#8217; occurs. It usually involves killing someone or letting them live. The Witcher is the only modern RPG that has genuinely delivered on that old chestnut. There used to be a time where RPG&#8217;s were about an enriching story, logical character development and believable setting. That was done without the need of HD-graphics or self absorbent marketing pap like &#8220;300 different endings,&#8221; or &#8220;a spider web of possibility.&#8221;</p>
<p>Half Life 2 (and Episode 2 in particular) did not need to boast about its emotional involvement. Valve created the game and it became apparent by playing it. We do not remember anyone coming to us during Baldur&#8217;s Gate II&#8217;s build up and preparing us to &#8216;feel.&#8217; The characters and writing did it without intentionally searching for emotion.</p>
<p>Video games will always struggle to connect to our emotional needs. After all, they are about enjoyment and lack the same depth / intention that literature / cinema possesses. Mass Effect 2 may shock us with a twist or two (which is usually the only &#8216;emotion&#8217; that developers can tap into), but it will not cause us to cry or rethink our lives.</p>
<p>The PR department would be better off telling us how they are improving the vehicle sections or introducing unseen gameplay elements rather than dictating to us how our brains should work.</p>
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		<title>Resident Evil Retrospective: The Nightmare Continues</title>
		<link>http://monstervine.com/2009/02/resident-evil-retrospective-the-nightmare-continues/</link>
		<comments>http://monstervine.com/2009/02/resident-evil-retrospective-the-nightmare-continues/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 19:48:40 +0000</pubDate>
		<dc:creator>Gyuri</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Retrospective]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=7177</guid>
		<description><![CDATA[Gyuri&#8217;s diary February 1st, 2009. I&#8217;ve been on the run for a while. Those zombies are not as dumb as they look. Well, they are still pretty slow so it&#8217;s not like I&#8217;m in big trouble. As long as I don&#8217;t run into any large groups I should be fine. I took shelter in a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://monstervine.com/wp-content/2009/01/reretro01.jpg" alt="" /> <span id="more-7177"></span></p>
<blockquote><p><strong>Gyuri&#8217;s diary</strong><br />
<em><br />
February 1st, 2009.<br />
I&#8217;ve been on the run for a while. Those zombies are not as dumb as they look. Well, they are still pretty slow so it&#8217;s not like I&#8217;m in big trouble. As long as I don&#8217;t run into any large groups I should be fine. I took shelter in a house close to the police station and it&#8217;s actually a lot like the one I was staying in before. Maybe I&#8217;m just looking at the rooms from wrong angles. Still the resemblance is uncanny.<br />
Why not the police station? Anyone who&#8217;s played Resident Evil 2 knows that&#8217;s a dumb idea. Every survivor will try to go there hoping to find weapons but this also means that if one if them turns out to be infected, then the whole group is at a risk as he could easily infect the others. This also means that if such an event were to occur, then the station would be anything but safe for people like me.</p>
<p>February 2nd, 2009.<br />
It looks like my laptop and mobile internet are working fine. I&#8217;ll write the second part of my article while I have the chance.</em>
</p></blockquote>
<p>Hello readers and welcome to part two of MonsterVine&#8217;s Resident Evil Retrospective. We left off with Resident Evil last time so now it&#8217;s time to talk a bit about Resident Evil 2.</p>
<p>Resident Evil 2&#8242;s development began in 1996, shortly after the release of the first game. The game was supposed to be released in March 1997, but the developers were unsatisfied with the product. Apparently, they felt it was too similar to the first game. The team decided to take a risk and completely redo the game  &#8211; thus, Resident Evil 2 became known as Resident Evil 1.5 and was abandoned near completion. Sources generally state it was 60-80% complete.</p>
<p>One of the worst things about not being a game developer is probably that you can never know a game&#8217;s entire development story. Many games go through changes as they are developed &#8211; some ideas are added, some are abandoned, and the gamer can&#8217;t do anything about it &#8211; but Resident Evil 1.5 is one of those rare cases where the game is abandoned near it&#8217;s completion. When people see beta footage of games they generally become a bit disappointed as they see things that they would&#8217;ve liked to see in the finished game, but 1.5 is a special case as it had many, many things that were cut out of the finished product.</p>
<p>So what made Resident Evil 1.5 so similar to Resident Evil? We don&#8217;t really know. A lot of promotional media was released of the game which are all over the internet nowadays, generally consisting of low-quality screenshots and videos. From them we can see that in reality 1.5 seems a lot different from the original and the final version of Resident Evil 2. While I can&#8217;t say much about the atmosphere or the storytelling, the environments are very different from the first game and according to various screenshots, interviews and articles the game had a lot of functions that never made it into Resident Evil 2. Examples include characters holding their handgun the way Chris does in Resident Evil Remake, various safety vests that would protect the player from damage similar to the body armor of Resident Evil 4 and hand grenades which would also appear in Resident Evil 4. Clothes could get damaged and bloody if a zombie is taken out too close. There were new enemies, some of which never made it into a Resident Evil title, like the gorilla-like monsters (Resident Evil Zero&#8217;s monkeys could have been based off of these) the spider-human hybrid monsters which seemed like an upgraded version of the original&#8217;s Chimeras. I&#8217;m not a fan of conspiracy theories, but it kind of looks like the developers were actually saving their ideas for later games. <a href="http://monstervine.com/wp-content/2009/02/redcbox.jpg"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/redcbox.jpg" alt="" width="200" /></a></p>
<p>The storyline (what we know of it that is) differed drastically from the finished product as well. Some minor characters had bigger roles: Robert Kendo and Marvin Branagh were both seen helping the main characters for example. Ada originally seemed to be a researcher, Brian Irons was apparently not corrupt, William Birkin might have made an appearance in human form and there was a character called DJ who never made it into the final game. The RPD was a lot more modern and featured locations that were actually like a police stations: while no art rooms were seen, the game had a shooting range, a more realistic jail with zombies reaching out from behind the bars, locker rooms and many offices. One of the more significant differences was Claire Redfield&#8217;s absence. Originally Elza Walker, a blonde motorcyclist was set to be the female protagonist, however she became Claire in the final version. Their basic storylines were supposedly similar, the key difference being that Claire was connected to Chris Redfield from Resident Evil.</p>
<p>As you can see 1.5 was very different from Resident Evil 2 and to this day remains the beta version that most fans want to play. It will not be the last time a Resident Evil game has an interesting beta version, however it is probably the most interesting and well known one. Looking at it now, if the internet and video game journalism were as wide spread back then as they are now, Resident Evil 2 might have met a little more criticism, though not too much. Ironically &#8211; despite 1.5 looking as good as it did and despite that various functions were omitted from the finished version &#8211; Resident Evil 2 became a large hit and remains the most popular Resident Evil game and most fans&#8217; favorite game of the series, the game that is frequently evoked by gamers when talking about the series.</p>
<p>Let&#8217;s fast forward to September 1997, one and a half year after the original release. The Resident Evil Team wasn&#8217;t stupid &#8211; they had no sequel and they knew they had to do something. The decision was made to release an updated version of Resident Evil &#8211; Resident Evil Director&#8217;s Cut, which came bundled with a demo of Resident Evil 2.</p>
<p>Once players went through the demo and actually put the Director&#8217;s Cut disc in, they were greeted with a few new options. An Advanced game mode was available along with the original game. The original game was basically the same as the original release. Advanced mode featured quite a few new things: the camera angles were all different, there were new costumes, the number of enemies increased and their placement was changed, new scenes were added and many items were placed in different locations, offering Resident Evil veterans to feel as if the Director&#8217;s Cut edition was a brand new game. Only a few of these changes made it into subsequent releases of  the game &#8211; for example starting with Director&#8217;s Cut, every version of Resident Evil had Forest Speyer turn into a zombie &#8211; while most remained Director&#8217;s Cut exclusive, even ones which were improvements upon the original, such as Wesker shooting giant spiders instead of bees in the guardhouse. Soon after the release of Director&#8217;s Cut, Capcom released another updated edition in Japan and North America titled Resident Evil Director&#8217;s Cut Dual Shock Edition. The title already showed the main difference between the two versions, Dual Shock Edition had vibration support allowing owners of the Playstation&#8217;s new Dual Shock controller to immerse themselves even more into the game. <a href="http://monstervine.com/wp-content/2009/02/redc.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/redc.bmp" alt="" width="200" /></a></p>
<p>Time to move onto Resident Evil 2. Initially released in 1998 for the Playstation, the game was later ported to the PC, Nintendo 64, Dreamcast, GameCube and a weaker version was also released on the relatively unknown Tiger game.com. Resident Evil 2 is known for being the Resident Evil game that is available on the most consoles.</p>
<p>Resident Evil 2 is set two months after Resident Evil, in September 1998. STARS have made it back to the town and prevented the T-virus from spreading further, however their attempts to bring Umbrella to justice are proving to be futile. Chris Redfield hasn&#8217;t got in touch with his sister Claire for a while and she is worried about him. She sets off to Raccoon City and arrives on September 29th only to find the town infested with zombies. Claire is saved by Leon Scott Kennedy, a rookie cop who arrived in Raccoon just a few minutes before Claire and was supposed to start working at the RPD that very day. The two enter a police car and head for the police station. They introduce themselves and Claire finds herself a gun, only to have a zombie attack them from the backseat. Leon loses control of the car and they crash, but they are unhurt. As they breath a sigh of relief, a zombified truck driver is heading toward them. Leon and Claire barely manage to jump out of the car as the truck crashes and creates a massive explosion, separating the two. Leon tells Claire to head to the police station as it should be a lot safer. Separated by the flames, the two take their separate routes to the police station, searching for Claire&#8217;s brother, answers and a way out of town. <a href="http://monstervine.com/wp-content/2009/02/re2-1.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-1.bmp" alt="" width="200" /></a></p>
<p>Resident Evil 2 &#8211; as I gave it away earlier &#8211; is not very different from Resident Evil. In fact it&#8217;s basically the same gameplay wise. This is really not a bad thing and supports what I tend to say nowadays: &#8220;You don&#8217;t need to be innovative to be very fun.&#8221; Anyway, the point is Resident Evil 2 plays very much like Resident Evil, but easily makes up for that by introducing new environments, settings and generally improving everything that was good about the first game. You see this time you are not stuck in an abandoned mansion with your teammates, this time you&#8217;re stuck in a city and you hardly have anyone to rely on. The setting is just as scary as the first one, but is also original enough to feel new and this is a trademark ability of the survival horror genre: regardless of how good you are at one game, you can&#8217;t be prepared for the sequel, because of the new areas and enemies. Yes, you grasped the idea of saving ammo, but that still doesn&#8217;t help you to actually find ammo in the new, unfamiliar area. Yes, you know how to fight zombies, but that still doesn&#8217;t help you when you are cornered by four of them with no means of escape. Yes, you know the magnum works well against bosses, but you still don&#8217;t know when the bosses of the sequel will show up.</p>
<p>As I said before, Resident Evil 2 was an improvement in roughly every aspect. The graphics were much better, the character models looked very good compared to the original. The soundtrack was much better as well, very atmospheric. Other than that, the feeling of the game remained the same but also improved due to the graphics, sound and better harnessed power of the consoles. More enemies were on screen, the character health could be guessed by their body language: the more they held their stomach and the slower they moved the worse their condition was. The item boxes were more convenient to use and were placed in more locations allowing better players to visit it fewer times &#8211; the better players generally found an item box just as their inventory became full. Also the difficulty level was just perfect. The game was hard, but not unreasonably so and although it was much harder to find ammo than in Resident Evil &#8211; due to the fact that most weren&#8217;t visible on screen, all ammunition packs were hidden behind tables or in lockers etc. &#8211; a player who took his time to look around (as they were meant to be doing) had a significantly easier time than those who didn&#8217;t. Also it increased the tension: let&#8217;s face it, although ammo was scarce in Resident Evil, they were generally easy to find, most of them were in plain sight on tables or on dead bodies or under objects that were obviously movable due to the era&#8217;s graphics etc. In Resident Evil 2, the player was required to search everything <em>inside</em> the rooms to find ammo. <a href="http://monstervine.com/wp-content/2009/02/re2-menu.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-menu.bmp" alt="" width="200" /></a></p>
<p>As you can see Resident Evil 2 was great. But it wasn&#8217;t without flaws. The game was a lot more controlled this time: it only had four endings and which one you got depended on simply which game you played. You see, Leon and Claire had separate games: although similar, they were quite different, more so than Chris and Jill&#8217;s games in Resident Evil. They met different characters and took different routes to get around the place and also had different starting equipment: Leon had a lighter while Claire had a lockpick. They even received different weapons throughout the game, with only their knife being the same. Also initially, when the player started a new game, the game he played was known as the &#8220;A&#8221; Scenario. Both characters had an A and B scenario, with the B games being unlocked after the other character&#8217;s A game was completed. It&#8217;s a simple yet effective method to increase the replay value and logical too &#8211; if you start with Claire A, she ends up on the left side of the wreckage and if you finish the game you get to play Leon B and see what he does on the right side. If you start with Leon A, then it&#8217;s the other way around. Only by playing all four scenarios can the player get everything out of the game. On the other hand the players actions didn&#8217;t really make a difference in the game nor between the A and B scenarios. Some actions taken in A affected B but these were few and not yielded anything important.</p>
<p>The game also included unlockables like it&#8217;s predecessor. There were a total of three unlockable weapons and three minigames. The 4th Survivor starred Umbrella agent Hunk as he retrieved a virus sample from the sewers while relying on very limited equipment; the other starred Tofu, a piece of tofu and was a harder version of Hunk&#8217;s game. With the exception of the standard Playstation and Nintendo 64 version, all releases included a minigame titled Extreme Battle, where the player controlled either Leon, Claire, Ada or Chris from Resident Evil 1 and went through all of the game&#8217;s areas searching for four bombs. The PC and Dreamcast versions had unlockable artworks as well, while the Nintendo 64 version had various special options. All games included two secret costumes for Leon and one for Claire, although she got an exclusive Colt Single Action Army with the special clothes. Leon would aim with one hand when the special outfits were equipped.</p>
<p>As you can see, back in the day, Capcom (and other developers too) had a habit that I never understood and always bugged me &#8211; and it still does since it seems to be coming back. What I&#8217;m talking about is offering different content in different versions. As it stands right now you need to own at least two versions of Resident Evil 2 to get the most out of it. Let&#8217;s go over each version. <a href="http://monstervine.com/wp-content/2009/02/re2-2.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-2.bmp" alt="" width="200" /></a></p>
<p>First, there&#8217;s the standard Playstation Resident Evil 2. It&#8217;s the most basic version, offering the main game and two minigames: The 4th Survivor and it&#8217;s harder version The Tofu Survivor. The Dual Shock version which wasn&#8217;t released in PAL territories offers the same plus vibration support and the Extreme Battle minigame. The Nintendo 64 version is quite different from the rest as it has different costumes, special files called EX Files and the option to change the blood color and randomize item placement, all of which are exclusive to this version. The Dreamcast and PC versions offer everything the Playstation version does and also an artwork gallery and an unlockable Hard difficulty setting. The Gamecube version released much later is sadly equal to the Dual Shock version with the added ability to skip ingame cutscenes.</p>
<p>Now that I&#8217;m done with that it&#8217;s time to go into the story. Get ready folks, I&#8217;m about to retell the story of the game. I&#8217;ll be following the Claire A &#8211; Leon B route because I prefer that one and also there&#8217;s some evidence from Resident Evil: The Umbrella Chronicles pointing to that scenario being canonical or at least parts of it, such as Sherry getting infected. Although the canon scenario could easily be a blend of all four scenarios. Also there are discrepancies in all scenarios that exist due to gameplay reasons, for example Claire never encounters Mr. X despite the fact that it lands soon after the helicopter crashes in Leon&#8217;s B scenario (an event that happens just before Claire arrives at the station) and Claire never sees the destruction it causes. Another example would be Claire being unable to enter the jail in the A scenario even though she contacts Leon after he clears the path to the jail. In any case, let&#8217;s begin.</p>
<p><em><strong>Claire&#8217;s story</strong> <a href="http://monstervine.com/wp-content/2009/02/300px-robert_kendo.jpg"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/300px-robert_kendo.jpg" alt="" width="200" /></a></p>
<p>After being separated from Leon, Claire heads off to the police station. As she looks around the street, she sees countless zombies. Avoiding them altogether &#8211; due to only having 13 bullets in her handgun &#8211; she heads into a nearby gunshop. She is startled as Robert Kendo, the shop&#8217;s owner points his shotgun at her and asks her who she is. Claire calms him down and reassures him that she&#8217;s not a zombie. Although Claire is curious about what&#8217;s happening in the town, Kendo can&#8217;t offer her any information. He tells her that by the time he noticed something was wrong the entire city was infested with zombies. Kendo locks the door as Claire looks around the store for equipment, however she only finds some handgun bullets. The emptiness of the gun store hints at Kendo supplying survivors with weapons, but before Claire can start a conversation with him zombies burst through the shop windows and Kendo is unable to struggle himself free of the zombies arms. Claire is momentarily paralyzed and unable to help him. Claire doesn&#8217;t lose her head though and escapes through the back door knowing that she couldn&#8217;t save the man even if she wanted too. From there on, she makes her way through back alleys and a crashed bus and arrives at the police station&#8217;s gates. She encounters a zombified Brad Vickers in front of the station but avoids him and goes inside the building. <a href="http://monstervine.com/wp-content/2009/02/re2-4.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-4.bmp" alt="" width="200" /></a></p>
<p>The first thing that comes to Claire&#8217;s attention is the size of the building. Apparently it had two floors and a smaller third floor and it may have had a basement as well. Claire is lost for a minute and seeing as the main lobby is empty, she tries the three doors on the sides. Only one opens though, the others are electronically locked. Upon entering the door she finds a wounded policeman, Marvin Branagh. Marvin is wounded on his torso and lying against a locker on the floor. Claire is shocked and starts asking him questions of what happened. Upon learning Claire&#8217;s identity, Marvin tells him that they lost contact with Chris and the other STARS members about 10 days ago. Marvin gives Claire a card for the computer in the lobby to unlock the electronic locks and tells her to rescue the remaining survivors. Claire is too concerned about the cop to leave him behind, however Marvin points his gun at her to convince her &#8211; aware of the fact that he&#8217;s not gonna make it and would only be a danger to Claire. Claire leaves, but tells him she&#8217;ll be back for him, something the officer doesn&#8217;t want, and thus locks the door the second Claire is on the other side of it. <a href="http://monstervine.com/wp-content/2009/02/re2-5.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-5.bmp" alt="" width="200" /></a></p>
<p>After unlocking the doors, Claire begins to investigate the building. She starts with the western wing and encounters a monster she hasn&#8217;t seen before: a monster walking on all fours, with a very long lance-like tongue, missing patches of skin and sharp claws on it&#8217;s hands. It drops down from the ceiling of a hallway as Claire realizes that the beheaded body on the ground was most likely the monster&#8217;s doing. Claire outsmarts it and runs out the other end of the hallway. Continuing on, she finds detailed plans of the survivors and learns that they also encountered the dangerous creature she just met and dubbed it &#8220;Licker&#8221;. As she continues her journey, Claire comes across the STARS office and immediately goes inside. To her dismay, the room is empty of people however she manages to find her brother&#8217;s diary. According to it, Chris and his teammates were unable to prove Umbrella&#8217;s involvement in the &#8220;Mansion Incident&#8221; and decided to head for Europe to Umbrella&#8217;s main bases. Police chief Brian Irons apparently got in the way of the team&#8217;s investigations as well and Claire learns from a fax that Chris requested a background check on him from the United States Federal Police Department. The results weren&#8217;t exactly good: Irons apparently recieved bribes from Umbrella and was even arrested multiple times under the suspicion of rape, but never sentenced. As Claire wonders how a police chief could be like that she checks the large iron locker in the room and finds a grenade launcher. The weapon seems ideal for taking out the licker and so Claire takes it on and finds a key hidden in the fountain of the main lobby. With this she goes back to the hallway of the STARS office and sees a young girl running from a zombie. Claire takes the monster out and notices that the girl went through a ventilation hole into the next room. Using her newfound key, Claire enters the door and encounters Leon.</p>
<p>The two are happy to see each other but it turns out that the girl slipped by Leon and escaped through a small hole &#8211; one that neither of the two adults could fit through. Claire tells Leon to look for a way out while she finds the girl. Leon agrees and hands Claire a radio to help them keep in touch with each other. The two separate once again. <a href="http://monstervine.com/wp-content/2009/02/re2-6.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-6.bmp" alt="" width="200" /></a></p>
<p>Claire soon finished investigating the western wing of the building and headed for the eastern areas. She finds a couple of useful items, most notably a bowgun in the maintenance room. She tries to open the door inside the maintance room as it apparently leads to the back entrance, but two zombies immediately bust in as she does so &#8211; Claire realizes the back area is completely overrun by zombies and unusable.</p>
<p>She also found the helicopter pad but it didn&#8217;t help her much, after all she didn&#8217;t have anyone to come save her and the only helicopter on the helipad was a wreckage, crashed into the building. Claire noticed that the helicopter must have been burning earlier, but the fire was put out by someone a short while ago. The crashed chopper destroyed a door inside the building and made it unopenable. Claire wouldn&#8217;t have cared much, however she heard a scream from behind the door and realized she must take out the door somehow if she is to save the screaming woman. She needed some explosives and luckily she knew where to find them: an memo she found earlier stated there were some confiscated in the evidence room. The door was locked, but thanks to new key Claire found she could enter it. Inside the found some C4 in a locker with a broken lock, which she managed to open using her makeshift lockpick. Opening the other door inside the evidence room, she found herself in the room where she met Marvin.</p>
<p>Claire looked around for the wounded cop and found him next to a desk with the C4&#8242;s detonator. Before she could say a word Marvin stood up, zombified. Claire immediately stepped back and put Marvin to rest using her weapon. She took a few seconds to get her thoughts together after the shock and picked up the detonator. Returning to the stuck door, she used the bomb to destroy the blockage and found a short hallway with a door at the end: it led to chief Irons&#8217; room. <a href="http://monstervine.com/wp-content/2009/02/re2-7.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-7.bmp" alt="" width="200" /></a></p>
<p>Irons&#8217; room seemed empty at first but as Claire moved toward the dead woman&#8217;s body on the desk, the big armchair turned around with Irons sitting in it. He aimed his Desert Eagle at her but quickly put it away once he knew Claire was human. The chief seemed pretty normal, although her story about the mayor&#8217;s daughter being bitten by a zombie seemed fishy; Claire was sure the dead woman on the chief&#8217;s desk was shot in the stomach. Irons told Claire that the only way to stop the people infected from becoming zombies was to put a bullet through their brain, or to decapitate them completely. Irons finds the situation ironic when he thinks his hobby used to be hunting and asks Claire to leave him alone for a while. Seeing that the chief is shaken, Claire leaves and enters the other door in the office. She finds the little girl in the room.</p>
<p>The girl introduces herself as Sherry Birkin. Her mother sent her to the police station thinking it was to dangerous for her to stay at home. Claire informs Leon that she&#8217;s found the girl and cleared the corridor and asks Sherry to come with her. The 12 year old girl however tells Claire that there&#8217;s a monster much larger than the zombies in the building chasing her. The two hear a loud, monstrous scream and Sherry runs off telling Claire that&#8217;s the monster she was talking about. Claire runs after her but fails to catch up to her and Irons is missing from his office as well. Claire grabs the key left by the chief and reads his diary as well. She stands in horror as she finds out that the chief has been hunting down his own men out of pleasure. Now having the key leading to the basement, Claire decides to check out the underground areas. <a href="http://monstervine.com/wp-content/2009/02/re2-8.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-8.bmp" alt="" width="200" /></a></p>
<p>In the basement Claire finds a morgue and an armory but the jailblock is blocked off. She makes her way down into a canal and finds Sherry there. Shery tells her she heard her father calling for her and he must be in trouble. Despite Claire&#8217;s pleading to stay with her, Sherry enters another small hole and runs off. She finds a key needed for Claire and goes back to give it to her, however she can&#8217;t get back to her. Sherry tosses the key to Claire through the hole and tells her not to worry, she&#8217;ll find her. Claire goes back to the upper levels and after solving some puzzles, she opens the secret passage behind the desk in Irons&#8217; room. It leads to an elevator going down. Sherry enters the room while Claire is opening the passage &#8211; she likely figured the room where they first met would be a good place to look for her &#8211; and the two are reunited. Claire tells the girl to stay there while she goes ahead.</p>
<p>Claire finds herself in a damply lit corridor. It looked very dim and medieval, something that creeped Claire out. At the end of the hallway was a door and just before Claire entered, she heard Irons scream in pain. Claire&#8217;s heartbeat became infinitely faster as she opened the door. <a href="http://monstervine.com/wp-content/2009/02/re2-9.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-9.bmp" alt="" width="200" /></a>  The room appeared to be a torture chamber where Irons greeted her by aiming his gun at her, while holding his chest in pain. He explained everything to her: one of Umbrella&#8217;s researchers conducted experiments with the new G-Virus, a man named William Birkin, who happens to be the father of Sherry. According to him Umbrella must have screwed something up and that&#8217;s why the whole city is full of zombies. He&#8217;s enraged about what they&#8217;ve done to his town after everything Irons did for them, including helping with keeping the Mansion Incident a secret. Irons is about to kill Claire, but suddenly something bursts out of his body: Irons&#8217; torso is torn in half as a small creature bursts out of it and escapes using the hatch in one of the corners. The hatch leads to the sewer entrance, which Claire believes to hold her escape route out of the city. Claire follows the monster down, however she soon realizes what a bad idea that was: the monster is in the process of transforming into a larger creature with claws that spouts out it&#8217;s &#8220;children&#8221; through it&#8217;s mouth. Claire seeing no other alternative fights the monster and manages to defeat it and clear the path forward. She goes back for Sherry and radios Leon to tell him they are leaving via the sewers and also tells him to follow them. <a href="http://monstervine.com/wp-content/2009/02/re2-10.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-10.bmp" alt="" width="200" /></a></p>
<p>The two of them make their way into the sewer entrance where they see a monster they haven&#8217;t encountered before, a humanoid monster armed with a steel pipe and with a giant eye in it&#8217;s right arm. Claire tells Sherry to run and they enter the sewers, where Sherry gets caught up in a current and falls into a different section of the sewers. Sherry makes her way into a garbage dump, evading mutant bugs but is knocked unconscious when the floor opens under her and she lands on the garbage one level lower. The last thing she sees is a monster coming near her.</p>
<p>Claire is fully aware that the girl could be in danger and doesn&#8217;t waste time. She explores the entire sewer system looking for her while encountering a large number of giant spiders and runs into a woman along the way: Anette Birkin, Sherry&#8217;s mother and Umbrella scientist. Anette learns of Sherry&#8217;s situation and agrees to help Claire but not before revealing what caused the biohazard: William Birkin was planning to sell out Umbrella due to disagreements with his superiors and was attacked by a team of the Umbrella Special Forces Unit, led by Hunk. Armed with submachine guns, they demanded Birkin to give them the G-Virus sample. <a href="http://monstervine.com/wp-content/2009/02/re2-11.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-11.bmp" alt="" width="200" /></a> Birkin was unwilling to give up his life&#8217;s work and aimed his own gun at the commandos, but unfortunately the scientist accidentally knocked over the chair behind them &#8211; an action that startled Hunk&#8217;s teammate and made him shoot the doctor. The team then collected the sample and left Birkin for dead. Anette came moments after and ran off to find something to treat his husband&#8217;s wounds with. Birkin, on the verge of dying, injected his bleeding right side with the G-Virus and transformed into the ultimate bio weapon, &#8220;G&#8221;.</p>
<p>Apparently the G-Virus has the ability to revitalize cells, however it also causes an uncontrollable mutation and as such, although Birkin survived, he is no more than a constantly mutating monstrosity. The large monster Sherry talked about was actually his father and it turns out it was calling her name for a reason: G can implant embryos into other beings orally, creating offsprings. Brian Irons was also implanted with one of them &#8211; the creature Claire defeated earlier, however his body rejected it. Anette reveals that only people with William&#8217;s DNA structure can accept the embryos &#8211; in other words, his daughter Sherry. It turns out that the reason Anette told Sherry to go to the station was to keep William from finding her. The two women go their separate ways to find Sherry, knowing the danger she&#8217;s in.</p>
<p>Ultimately it is Claire who finds Sherry in the garbage disposal. Claire calls out to her, but she is seemingly unconscious and doesn&#8217;t respond. Before Claire takes a step further, she notices a giant crocodile in the sewage. Claire immediately jumps back as the crocodile attacks her. Due to the monster entering the narrow hallway, the security system considers this an emergency and locks both exists. Claire tries to escape, but soon finds the door she came through locked and gunfire ineffective against the abomination. By luck she notices a large canister full of gas and knocks it over &#8211; Claire&#8217;s quick thinking saves her life: as the canister sticks in the crocodile&#8217;s mouth, she shoots it with a single bullet resulting in an explosion that blows the monster&#8217;s head off. <a href="http://monstervine.com/wp-content/2009/02/re2-12.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-12.bmp" alt="" width="200" /></a> The doors open again and Claire reunites with Sherry, who tells Claire she&#8217;s not feeling well. Claire, hoping Sherry hasn&#8217;t been infected, takes the girl out of the sewers and the two arrive in a small factory.</p>
<p>The train elevator platform located in the factory turns out to lead to Umbrella&#8217;s secret laboratory complex and the pair descend with it, hoping to find a cure for Sherry. On the way G attacks them while Sherry&#8217;s condition is getting worse. Claire is positive the girl has been implanted with an embryo, due to her chest pains. Claire, seeing no other alternative, tells Sherry to stay in the train of the platform, while she goes out to fight the monster. As she leaves, the door locks behind her and she faces off against the monster who has mutated further since she last saw it. Claire manages to defeat it and takes Sherry to the security office once they reach the lower levels. <a href="http://monstervine.com/wp-content/2009/02/re2-13.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-13.bmp" alt="" width="200" /></a></p>
<p>Inside, Claire puts Sherry on a medical bed and gives the girl her jacket to keep her safe. Sherry is appreciative and opens up to Claire, telling her how she felt neglected by her parents due to them working a lot. She feels like she finally has someone to depend on. Claire tells her not to worry about anything and that she&#8217;ll be back with the antidote soon. Being in a hurry, Claire opts to take out any enemy that she can&#8217;t get around fast enough &#8211; including the mutant plants and giant moth she encounters on the way. <a href="http://monstervine.com/wp-content/2009/02/re2-14.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-14.bmp" alt="" width="200" /></a></p>
<p>Inside she runs into Anette again, who is hostile at first because Claire hurt William. Despite her earlier statement about William having no memory as a human being anymore, she seems to still believe otherwise. Anette tells Claire that she will not let anyone take the G-Virus from her as it&#8217;s his husbands legacy. Claire interrupts Anette and tells her about Sherry&#8217;s situation, who panics and runs off &#8211; right into the hands of G. Anette is brutally mauled by what was formerly his husband and breaks the sample of the G-Virus she carried with her. With her last breath, she gives Claire written instructions on how to create the G-Virus vaccine codenamed &#8220;Devil&#8221; and tells her to tell her daughter she is sorry for not being a better mother. Moments after that, the self-destruct system activates and Claire realizes she needs to hurry. As she goes to the labs she notices Leon on a security monitor and calls her via her radio. Claire asks Leon to bring Sherry to the underground escape train while she takes care of the antidote. After creating the antidote Claire heads off toward the train as well. <a href="http://monstervine.com/wp-content/2009/02/re2-15.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-15.bmp" alt="" width="200" /></a></p>
<p>Claire finds herself in an experimental containment room with a large cargo elevator inside it, leading to the escape platform. An explosion rocks the lab and the computer announces that there are only 5 minutes till the lab complex is reduced to a pile of rubble. Claire immediately calls the cargo elevator. As she is waiting, G drops into the room, breaking through the ceiling. Claire begins to fight the monster which triggers another mutation: the four armed beast which brandished giant claws similar to a Tyrant turns into an extremely agile and dangerous enemy walking on all fours, attacking with a mouthful of spikes. Claire avoids it as it tries to ram her over and over again and defeats the creature. G dissolves into a jelly-like substance as the elevator arrives.</p>
<p>Claire arrives on the platform just as the train is taking off. She sees Leon leaning out of an open door, yelling for her to get on &#8211; Claire misses her first opportunity but manages to get on via another open door. <a href="http://monstervine.com/wp-content/2009/02/re2-16.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-16.bmp" alt="" width="200" /></a></p>
<p>Once she&#8217;s inside, the lab&#8217;s detonation sequence is completed and knocks the two of them off balance and Sherry to the floor. Claire quickly administers the antidote and anxiously wait with Leon. Sherry comes to shortly and thanks Claire for saving her. Leon breathes a sight of relief and tells Claire it&#8217;s finally over, but Claire tells him she still has to find her brother. Claire looks at her vest on Sherry and tells her the guardian angel on it&#8217;s back protected her and will always protect her. The train continues it&#8217;s route outside to the surface&#8230;but is this the true end? What was Leon doing during all of this? Let us go back in time and reveal the other side of the story.</p>
<p><strong>Leon&#8217;s story</strong></p>
<p>After the crash, Leon finds himself behind the RPD building. He arrives sooner than Claire, into the back parking lot but has to find a key while avoiding zombies to get into the maintenance room where Claire later acquires her bowgun. As he enters, he hears the back gates shattering outside. He knows he can&#8217;t go back. <a href="http://monstervine.com/wp-content/2009/02/re2-17.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-17.bmp" alt="" width="200" /></a></p>
<p>Leon finds the back stairway to the roof where the helicopter pad is but only to witness a rescue attempt fail. A police helicopter comes in trying to rescue a middle-aged policeman with a submachine gun, however in his excitement the man fails to notice the zombies creeping up behind him and is taken down by them. As he&#8217;s taken down he sprays random gunfire everywhere and accidentally kills the helicopter&#8217;s pilot &#8211; the chopper crashes into the building and the wreckage goes up in flames. Leon notices a water thank that could put out the fire but he lacks a valve handle to do so.</p>
<p>Leon makes his way inside the police station, immediately encountering Lickers. He evades them and goes down to the first floor where he finds a shotgun and the valve handle he needs. On his way back he takes out the Lickers using his new weapon and puts out the fire. As he is about to go back inside he notices another helicopter heading for the police station, one that drops a huge capsule down onto the building. The container opens in midair and a huge humanoid creature with a trenchcoat falls through the roof of the building. <a href="http://monstervine.com/wp-content/2009/02/re2-18.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-18.bmp" alt="" width="200" /></a> Leon is forced to fight it as it cuts off him off from the exit and empties more than one handgun clip before he falls. Leon is relieved but soon after he exits the hallway the creature rises again &#8211; and follows him.</p>
<p>As he explores the precinct Leon bumps into a little girl &#8211; Sherry Birkin. Sherry who was running from a zombie is frightened by Leon and runs away from him through a small opening on a blocked off door. Claire arrives seconds later and tells Leon to find an escape route while she looks for the girl. After giving Claire a radio the two separate and Leon eventually finds his way to the basement after some run-ins with the mysterious trenchcoated monster as well as the remains of his now canceled welcoming party.</p>
<p>In the basement parking lot, Leon is fired upon by a mysterious and beautiful woman who mistakes him for a zombie due to his uniform. She introduces herself as Ada Wong and tells him she&#8217;s looking for a reporter named Ben Bertolucci, who is apparently held in the cellblock. Ada asks for Leon&#8217;s help to get a van out of the way of the entrance and they enter the cellblocks. They soon find Ben who is questioned by Ada. The woman reveals she&#8217;s looking for his boyfriend John, who works for an Umbrella branch office in Chicago and disappeared in this area a few months ago. <a href="http://monstervine.com/wp-content/2009/02/re2-19.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-19.bmp" alt="" width="200" /></a> Ben denies any knowledge of him and tells them he locked himself in to protect himself from a certain creature &#8211; a creature whose roar echoed in the halls just moments ago. Ben tells them to leave before they lead the monster to him, but Leon retorts saying that he&#8217;s the only cop alive in the building and it&#8217;s Ben&#8217;s last chance for escape. Somewhat discouraged, Ben tells Leon how to get to the sewers which might lead out of the city but stays in his cell. Ada runs off and Leon follows, thinking that securing the way out of the station would convince Ben to leave with him.</p>
<p>Leon makes his way to the septic pool of the sewers where he finds a door leading out of the area, but he lacks one of the necessary keys to open it. He figures the last one should still be inside the police station and heads back. He runs into Ada who found a vent shaft and asks Leon to give her a boost so she can investigate the other side. Ada runs into Sherry upon hitting the ground who runs away and drops her pendant. Ada picks it up and opens it to find a picture of the girl and her family inside. Amused, she decides to hang on to it for her in case they meet again. After the encounter, Ada finds the key Leon needs to access the remaining areas in the station and throws it to him via the vent shaft. Unable to return to Leon, Ada leaves him despite the rookie&#8217;s objections. <a href="http://monstervine.com/wp-content/2009/02/re2-20.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-20.bmp" alt="" width="200" /></a> Claire calls Leon to tell him she found the girl and cleared the wreckage that was blocking the second floor corridor.</p>
<p>Leon makes his way to the RPD&#8217;s clock tower where he finds the last key and also a dust chute leading to the basement. Being somewhat tired after two previous run-ins with &#8220;Mr. X&#8221; the trenchcoated monster, he decides to take the shorter route and slides down the chute. Just moments after he hits the ground he hears Ben screaming in pain and immediately goes to his aid &#8211; however he is too late. With his last words, Ben disappointedly but also somewhat jokingly tells Leon he can&#8217;t believe he&#8217;s going to die when he&#8217;s almost got the entire story. Leon tells him to hang in there, hoping that Ben may be able to survive somehow despite being gutted by the creature he tried to avoid. Ben however is aware of the hopelessness of his situation and gives Leon a document while telling him to make Brian Irons, that scum of a police chief pay. The reporter dies as a startled Ada walks in, shocked by the man&#8217;s brutal death. Leon and Ada read the document that details Irons&#8217; dealings with Umbrella and William Birkin. <a href="http://monstervine.com/wp-content/2009/02/re2-21.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-21.bmp" alt="" width="200" /></a> It turns out that Birkin was aware of the Umbrella spies sent after him and trusted Irons to keep them away. It turns out that Birkin wanted to sell the G-Virus to the American government or someone inside it. Ada tells Leon she&#8217;s going to the chemical plant, thinking John may be there. She runs off again and before Leon can follow he gets a call from Claire who tells him she&#8217;s leaving with Sherry through the sewers. Leon tries to ask Claire for more information but she cuts the transmission, leaving a frustrated Leon asking himself why no one ever listens to him.</p>
<p>Leon goes to the sewer entrance where he is confronted by William Birkin. He is still in the mutations earlier stages and looks like a human. His right arm becomes stronger and more grotesque right before Leon engages him. Birkin rips a still pipe of the railings and uses it to fight Leon. Leon doesn&#8217;t give up and doesn&#8217;t allow G to smash his head in &#8211; in the end, Leon&#8217;s magnum bullets weaken the beast and it dives into the sewage water. Leon goes through the exit where Ada rejoins him &#8211; Leon argues with her and tells her she should stop running off and work together with him. <a href="http://monstervine.com/wp-content/2009/02/re2-22.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-22.bmp" alt="" width="200" /></a> Leon as a cop feels responsible for Ada&#8217;s safety and wants to make sure both of them get out alive. Ada agrees to do things his way for the time being.</p>
<p>Leon and Ada search the chemical plant and run into Anette searching for her daughter. Ada chases after her but Anette turns and fires at her. Leon jumps in front of Ada and takes the bullet, saving her life. Leon is knocked unconscious by the bullet but Ada chooses to chase Anette instead of helping him.</p>
<p>Ada eventually catches up to the scientist and Anette holds her at gunpoint. After Ada tells Anette her name, she immediately realizes his John&#8217;s girlfriend. He knows of them from his husband, who was William&#8217;s colleague when he was working on the T-Virus. She tells her John turned into a zombie in the Arklay mansion and was destroyed along with it. Anette starts talking about the G-Virus when she notices Sherry&#8217;s pendant around Ada&#8217;s neck. <a href="http://monstervine.com/wp-content/2009/02/re2-23.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-23.bmp" alt="" width="200" /></a> She becomes surprisingly aggressive suddenly and demands to have it. The two women fight and in the end Ada knocks Anette over the rail, into the sewage. Suspicious about Anette&#8217;s sudden outburst, she checks the pendant again and finds a secret compartment containing a sample of the G-Virus.</p>
<p>Around this time, Leon regains consciousness. She goes looking for Ada and finds her in the garbage dump, where she bandages Leon&#8217;s wound and tells him of John&#8217;s death. She suggests to get out of there as fast as possible. They exit the sewer and recall the tram Claire took earlier at the sky tram platform. It leads to the small factory, but before they get there, G attacks them. It stabs it&#8217;s claw through the ceiling of the car multiple times as it searches for them. Leon and Ada retaliate by firing at it and it eventually backs off.</p>
<p>The pair reaches the train elevator platform. Ada stays in the control room, while Leon locks for the keys to call the elevator back, since someone &#8211; Claire &#8211; took it down. He finds it in a secret security room along with some security cameras. He looks into one that shows the door he just entered and notices a familiar face following him- Mr. X. After one more battle with him, Leon returns to Ada, calls the elevator back and descends toward the lab. <a href="http://monstervine.com/wp-content/2009/02/re2-24.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-24.bmp" alt="" width="200" /></a></p>
<p>The descend does not go well as William returns. He stabs Ada in the back through the wall, who loses consciousness. Leon goes out to confront G who has grown two new arms and doubled in size. Using his shotgun and magnum, Leon forces the monster to submission and it flees. Leon returns to Ada.</p>
<p>The elevator platform&#8217;s engine overheats and stops midway. Leon and Ada talk during this time when Ada pleads Leon to go on without her, but he is determined to save her. Ada tells Leon she generally doesn&#8217;t care about people, but she&#8217;s enjoyed his time with the rookie cop and doesn&#8217;t want to lose him. Leon says they&#8217;re going to leave the city together and tells her to rest while he goes out to find something to treat her wound. He goes outside and finds a vent duct which he jumps into and drops into a corridor. <a href="http://monstervine.com/wp-content/2009/02/re2-25.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-25.bmp" alt="" width="200" /></a> Just moments after, the platform starts up again. Leon reactives the emergency elevator and goes up to the level where the platform stopped. He immediately goes to check on Ada but she is missing. Leon looks around the laboratory complex and finds the key for the power room he found while activating the emergency elevator.</p>
<p>Heading back there, Leon is confronted by Annette armed with a gun and carrying a purple substance in a vial &#8211; the G-Virus. She accuses Leon of being a spy, just like Ada. Leon refuses to believe Ada is a spy, but Annette assures him that she&#8217;s done a background check on her and knows she works for &#8220;the Agency&#8221;. The only reason she was together with John was because she could get information on Umbrella for them. Annette declares she&#8217;ll protect his husband&#8217;s legacy and prepares to shoot Leon when suddenly, Mr. X crashes through the ceiling. Evading the monster, Leon heads to the power room, however he is ultimately cornered by it. Before Mr. X has a chance to do anything, Ada appears behind them and shoots the monster. Ada runs out of ammo and is grabbed by the monster as she reloads. The woman shoots Mr. X point blank in the face which causes it great pain and temporarily blinds it &#8211; however it swings Ada into a control panel, heavily injuring her. Due to being blinded, Mr. X falls off the platform, into a smelting pit below them. Leon runs to Ada&#8217;s side who is bleeding heavily. In her last moments, Ada confesses her love to Leon and tells her she&#8217;s sorry for not making it, something that Leon just can&#8217;t believe. The two kiss and Ada dies in Leon&#8217;s arms, leaving him screaming her name in grief. Leon finds the master key near Ada&#8217;s body and leaves the room. Little does he know that a clawed hand emerges from the smelting pool as he leaves. <a href="http://monstervine.com/wp-content/2009/02/re2-26.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-26.bmp" alt="" width="200" /></a></p>
<p>Due to the damage done to the control panel by Mr. X, the self-destruct system activates and a computer voice directs survivors to the underground cargo train to evacuate. Leon receives a call from Claire who tells him to get Sherry out of the security room and take her to the train. Leon finds the girl who is just barely conscious and takes her inside the emergency elevator where he switches the elevator to the emergency evacuation route using the master key. Once they reach the train, Leon leaves Sherry inside the train, laying her down on the seats. He notices the gate isn&#8217;t opened and the train is without power. He takes the platform key found inside the train so he can power up the train. As he does this, the computer voice warns him that during the charging process for the train, the power will be completely shut down temporarily and also that he has five minutes left till detonation. As the power shuts down a transformed, blazing Mr. X appears before him. The monster&#8217;s transformation reveals that it is another Tyrant, stronger than the one developed in the Arklay mansion &#8211; Leon of course, not being there doesn&#8217;t know this. Leon battles it but can hardly do any damage. All hope is lost when suddenly a familiar figure appears on the gantry above them and drops Leon a rocket launcher telling him to use it. Leon identifies her as Ada from her figure and voice and yells at her in disbelief, but the woman disappears. Leon realizes he has bigger things to worry about and rushes to the rocket launcher and uses it to obliterate the creature, just like Chris Redfield before him. The lights turn on and Leon rushes back to the train as time continues to run out. He opens the gates and starts up the train in the last minute. <a href="http://monstervine.com/wp-content/2009/02/re2-27.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-27.bmp" alt="" width="200" /></a></p>
<p>As the train starts up, Leon notices Claire. He yells out to her but she doesn&#8217;t make it in time, however she appears to have found another open door as she enters the Leon&#8217;s car from the rear. She gives Sherry the antidote and while Leon is happy that it&#8217;s over, Claire tells him she has to find his brother. Leon enters the cockpit and says goodbye to Ada.</p>
<p>Suddenly the train rocks. Leon moves back to the girls and asks them what happened, but neither of them know. Leon heads toward the back of the train where it turns out the train is equipped with the same computer system as the lab &#8211; it announces that bio-hazardous material has been detected on board and that the train will detonate in just two minutes. The cabin door locks and Leon is unable to return to Sherry and Claire. Leon runs to the back of the train to search for the source of the emergency &#8211; and finds giant tentacles smashing through the ceiling.</p>
<p>It is G once again. Birkin is now reduced to a giant blob, pulling himself forward with his tentacles. Leon gives it everything he&#8217;s got left and the creature is reduced to a purple jelly-like substance for the second time. </p>
<p>Standing between two cars, Leon tries to get back inside by climbing up to the top of the train. As he does this, G reforms once again and smashes into Claire&#8217;s cabin. She tells Sherry to hide, who opens a vent to the cockpit and crawls through, promising Claire that she&#8217;ll stop the train. Leon notices G&#8217;s tentacles behind him and Claire climbs down a hatch and hangs onto the bottom of the train while it&#8217;s moving. Meanwhile, Sherry is still searching for a way to stop the train, when Leon opens an escape hatch on top of the cockpit and immediately notices the emergency stop button. <a href="http://monstervine.com/wp-content/2009/02/re2-28.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/02/re2-28.bmp" alt="" width="200" /></a> Sherry pushes it and the train brakes, showering Claire with yellow sparks as it is slowing down. Once it is stopped, the three are reunited and run out of the tunnel. G notices the countdown in the cockpit and realizes he&#8217;s got two seconds to live. The train explodes just as the trio make their way out of the tunnel, into the daylight. On September 30th, they escape Raccoon City, with Leon telling them it&#8217;s up to them to take out Umbrella.<br />
</em><br />
And so the story ends. Soon after the events Claire goes off to look for his brother and Leon and Sherry stay together while Leon&#8217;s wound is being properly treated. What happens after that is still a mystery&#8230;.</p>
<p>But what about the G-Virus? Are there no samples left? Or did Umbrella manage to retrieve it? Yes, they did.<br />
<em><br />
One survivor from the USS Alpha Team, specifically, it&#8217;s leader, Hunk awakens at the sewer entrance at an unspecified time after the massacre of his unit. <a href="http://monstervine.com/wp-content/2009/02/re2-hunk.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/02/re2-hunk.bmp" alt="" width="200" /></a> Wearing military equipment and a gas mask, he calls someone on the radio and tells him he accomplished the mission. He is told to go to the rendezvous point which is the roof of the RPD building, the helipad. Hunk battles his way out of the station and is airlifted out &#8211; along with a G-Virus sample.</em></p>
<p>That&#8217;s it for today folks. Sorry for the delay, but I had a lot of technical difficulties recently and this part turned out to take longer than I expected. I&#8217;ll make sure the next one will be out as soon as possible. I&#8217;ll be covering Resident Evil 3 and perhaps Code Veronica as well&#8230;stay tuned.</p>
<blockquote><p><strong>Gyuri&#8217;s diary</strong><br />
<em>February 14th, 2009.<br />
Had a bunch of problems with the laptop, but managed to fix it. Zombies are also starting to stir things up nearby. Better leave this place.</em></p></blockquote>
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		<title>Resident Evil Retrospective: The Beginning</title>
		<link>http://monstervine.com/2009/01/resident-evil-retrospective-the-beginning/</link>
		<comments>http://monstervine.com/2009/01/resident-evil-retrospective-the-beginning/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 18:33:19 +0000</pubDate>
		<dc:creator>Gyuri</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Retrospective]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=6098</guid>
		<description><![CDATA[Gyuri&#8217;s diary January 22th, 2009. Less than seven weeks till the release of Resident Evil 5. I haven&#8217;t been out of this building for a week. I don&#8217;t think I&#8217;ll be able to get that game anymore. Something has gone horribly wrong. The entire city appears to be overrun by these monsters&#8230;these zombies. There&#8217;s also [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://monstervine.com/wp-content/2009/01/reretro01.jpg" alt="" /> <span id="more-6098"></span></p>
<blockquote><p><strong>Gyuri&#8217;s diary</strong><br />
<em><br />
January 22th, 2009.<br />
Less than seven weeks till the release of Resident Evil 5. I haven&#8217;t been out of this building for a week. I don&#8217;t think I&#8217;ll be able to get that game anymore. Something has gone horribly wrong. The entire city appears to be overrun by these monsters&#8230;these zombies. There&#8217;s also something else out there&#8230;Something much larger than any of those zombies. I don&#8217;t know what it is, but I saw it. I&#8217;m unsure of what to do. I wanted to finish this article, but I don&#8217;t think I will be able to.</p>
<p>January 27th, 2009.<br />
I&#8217;m going to finish this if it&#8217;s the last thing I do. Those monsters may be everywhere, they may have my apartment building surrounded, but I&#8217;m going to finish my RE retrospective no matter what. I don&#8217;t like leaving things unfinished. I should have enough food to survive and the barricade is holding up well. I still have time.</em>
</p></blockquote>
<p>Welcome readers to part one of MonsterVine&#8217;s Resident Evil Retrospective. I&#8217;m Gyuri, your guide into the realm of Resident Evil or as it is known in Japan, Biohazard. A note before we begin: I will only be covering the main series. Maybe after RE5 is released I will cover the side stories and spin-offs, but for now the main series is the priority.</p>
<p>Resident Evil is &#8211; as many of you know &#8211; considered the father of the survival horror genre. It wasn&#8217;t the first game of it&#8217;s kind, however it was the game that managed to do everything in a way it appealed to a lot of people. It popularized the genre, while also giving it the name &#8220;survival horror&#8221;. <a href="http://monstervine.com/wp-content/2009/01/regore.jpg"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/regore.jpg" alt="" width="200" /></a></p>
<p>The first game in the series, Resident Evil, came out in 1996 for the Playstation, and was ported to the Sega Saturn and the PC about a year later. The original game is known for being the Resident Evil game that has received the highest number of enhanced versions following the game&#8217;s original release. The original Playstation and PC versions only contained the basic game, with only minimal differences between them. The Saturn version featured an exclusive battle mode, new costumes and new monsters that can only be encountered in that version. Later a Director&#8217;s Cut version was released for the Playstation featuring the original game and an &#8220;Arranged&#8221; mode, a mode that was significantly harder and featured many changes compared to the original. In 2006, an enhanced port was released for the Nintendo DS, titled Resident Evil: Deadly Silence, which also had two gameplay modes, &#8220;Classic&#8221; and &#8220;Rebirth&#8221;. The most prominent release of Resident Evil however had to be the 2002 GameCube remake, where everything was updated and the plot was extended. I will talk more about the last three versions later on.</p>
<p>Resident Evil&#8217;s basic plot was similar to a horror movie. Strange murders have been occurring in the Arklay Mountains, located in the outskirt of the mid-western town, Raccoon City. The local police force mobilizes their special forces unit, STARS (Special Tactics And Rescue Service), sending out the unit&#8217;s Bravo Team to investigate the murders on July 23rd, 1998. The members of Bravo Team &#8211; Richard Aiken, Forest Speyer, Kenneth Sullivan, pilot Edward Dewey, rookie medical officer Rebecca Chambers and team leader Enrico Marini &#8211; however don&#8217;t report back and soon all contact is lost with the team&#8217;s members. Thus, the Raccoon Police Department on July 24th calls the Alpha Team into action, consisting of Chris Redfield, Jill Valentine, Barry Burton, Joseph Frost, helicopter pilot Brad &#8220;Chickenheart&#8221; Vickers, and their leader, Albert Wesker. Their mission is to search for their missing compatriots. <a href="http://monstervine.com/wp-content/2009/01/reintro.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/reintro.bmp" alt="" width="200" /></a></p>
<p>Their mission does not go well however. As soon as they land, they find the wreckage of Bravo Team&#8217;s helicopter, along with a severed hand in it. Shortly after, the team is attacked by zombie dogs and Joseph is killed in the encounter. The remaining members retreat to a nearby mansion, hoping it is safe from dangers. Little do they know they&#8217;ve made the biggest mistake of their lives, as the mansion turns out to be infested with zombies and mutant creatures. Soon, Alpha Team&#8217;s goal becomes survival and they begin exploring the mansion looking for a way out.</p>
<p>When Capcom released Resident Evil in 1996, it was met with both praise and criticism from gamers. The game was different from what people were used to. It wasn&#8217;t like shooters nor like platform games, if anything, it bore the most resemblance toward point and click games, only difference being that it had more action and the player actually controlled the character. The game focused on exploration and prompted the player to avoid fighting &#8211; something that was very rarely encountered in action games. Despite there being many enemies, ammunition and health recovery items were scarce, making the player think twice before engaging an enemy in combat. There was always the option of using the knife if the player ran out of ammo, but that was about as effective against the zombies as throwing a pencil at them. These features gave a new experience to gamers, however not everyone liked it. Resident Evil was a game for only a certain demographic. Granted, it was famous for being new, different and being one of the only scary games on the market, but most people didn&#8217;t enjoy it due to the difficulty or because they found it too troublesome. Still, these didn&#8217;t stop critics from praising the game and survival horror became a fully accepted genre, known for mixing the elements of action games with the puzzles of point and click games. The bag was full of good ideas and although it had a few small holes here and there the contents made up for it greatly. Sure the voice acting and the live-action intro were terrible, the game was hard and it could become tedious for some people, but it still managed to pull off one of the best concepts in gaming history that would inspire many developers. The atmosphere, the ability to be in an interactive horror situation where your decisions shape the game&#8217;s ending, the gameplay and many other smaller factor sold the game for critics and gamers. <a href="http://monstervine.com/wp-content/2009/01/re2.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/re2.bmp" alt="" width="200" /></a></p>
<p>What makes Resident Evil unique till this day, is that it is one of the few horror series that use a scientific plot and environments, often seeming almost realistic. It didn&#8217;t have cults or demons in it, all it had was a virus that turned people into zombies. It was a game that felt real, as if you really were in there. The environments were all creepy, dark and full of traps and puzzles, but in a way that the player could still find it realistic. It was similar to how the real world would be like if it was suddenly infested with monsters &#8211; creepy and empty, but still normal, no weird torture devices or anything. Umbrella, the faceless corporation behind the virus seemed like a normal company, with normal people, only they made a virus and did some morally questionable deeds. They didn&#8217;t seem crazy, you could easily imagine them leading normal lives outside of work. All these added to the feeling of realism, there weren&#8217;t any villains or madmen to fight, the player was just trying to survive somehow, avoiding the monsters created by accident.</p>
<p>Despite being cops, the main characters also felt realistic. They had limitations: they couldn&#8217;t jump or duck or strafe or break open doors&#8230;but it worked. Having limited options increased the fear factor. Making a 100% realistic game would have only made this worse. Yes, we can jump in real life and we could just break open most doors, but the game needed this to feal scary. <a href="http://monstervine.com/wp-content/2009/01/re3.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/re3.bmp" alt="" width="200" /></a> You needed to feel like a vulnerable person, not like Superman. A horror game can only be scary two ways: one, if the atmosphere is scare and two, if the player has limited options and is not in control of the situation. Resident Evil &#8211; while trying to do both &#8211; ultimately succeeded with the second option, because while the atmosphere was creepy, it&#8217;s level of scariness could only be compared to walking home alone at night, while hearing someones footsteps behind you.</p>
<p>Indeed, Resident Evil succeeded by pushing the player into a situation that was behind his control. The game relied on uncertainty to make the player scared and to raise his adrenaline. If you never played the game let me tell you what it is like.</p>
<p><strong>You are armed with a lousy knife and a handgun with only 15 bullets, with each zombie taking about 7-9 bullets on average.<br />
You are alone and separated from your team.<br />
You don&#8217;t know when or where you&#8217;ll encounter an enemy or even worse, a boss.<br />
You don&#8217;t know when or where you&#8217;ll find ammo or healing items.<br />
You can only take six or eight items with you depending on who you play as, thus you were never prepared for every situation, you could even encounter a boss while having no weapons with you.<br />
You can only save at typewrites, at the expense of using an ink ribbon, which were just as rare as other items, around 30 were available in total.<br />
If you die, you&#8217;ll have to restart from the last time you saved.<br />
You don&#8217;t know which paths are safe and which are not, and you don&#8217;t know where you can find the key needed to move on to other areas.<br />
You don&#8217;t know where you can find weapons to protect yourself from stronger enemies.<br />
You don&#8217;t know who to battle, and who to not battle, for all you know there might be more, unavoidable enemies right behind the next door and who knows when you&#8217;ll get more ammo.<br />
You really don&#8217;t know anything helpful.</strong> <a href="http://monstervine.com/wp-content/2009/01/remenu.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/remenu.bmp" alt="" width="200" /></a></p>
<p>Your only hope is to use your brain as much as possible and avoid enemies as much as you can. It&#8217;s up to you to find the best routes, and it&#8217;s up to you to decide what to do and where to go. Resident Evil is all about being a little bit tactical and experimenting in order to make your life easier. If you can&#8217;t seem to make it through a path, you can turn back and try another. Choosing the best methods to overcome various obstacles were key to survival in Resident Evil. Starting to see why it was scary and adrenaline pumping don&#8217;t you? Yes, Resident Evil was specifically made to scare people and creating fear and tension were the developers&#8217; top priority &#8211; so much that the initial idea of making the game an FPS was abandoned early on as the developers considered it not scary enough. Kind of ironic when you look at the direction the series took with Resident Evil 4, but that&#8217;s a story for another time.</p>
<p>Resident Evil was awfully cinematic. There was nothing on the screen except your character and the environment around him. No hud, no life bar, nothing. The only way you could check how much ammo and health you had left was to access the menu. The 3D characters were moving on a pre-rendered 2D background that looked very realistic at the time and the camera angles were fixed, allowing the use of cinematic camera angles, which also made it harder to find enemies and greatly increased the fear factor. After all, hearing footsteps in front of himself, but not seeing the zombie directly tempted the player to move forward, however for all he knew,  the enemy may have been close enough to grab him once the camera angle changed. <a href="http://monstervine.com/wp-content/2009/01/resident_evil.jpg"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/resident_evil.jpg" alt="" width="200" /></a></p>
<p>So, how did this story of viruses and monsters unfold? Let&#8217;s take a look.</p>
<p>First off the player chose a character, either Chris Redfield or Jill Valentine. Their games were similar, having some significant differences. Chris was stronger and faster, while Jill could carry more items, had the handgun from the start (Chris only had the knife) and got one extra weapon. Chris&#8217; support character was Rebecca Chambers, who would heal Chris during certain times if the player requested her and was controllable for small portions of the game, depending on the player&#8217;s actions. Jill&#8217;s support characters was Barry Burton, who sometimes brought her ammo and saved her life if Jill was in trouble. The two games were pretty balanced, but Chris&#8217; game was generally thought to be harder. Officially, the canon story involves Chris and Jill working together and meeting both Barry and Rebecca, a scenario that is a mix of both storylines and has never been playable. Because of this, the story you&#8217;re about to read is not necessarily 100%, canon as we don&#8217;t know what exact roles Chris, Jill, Rebecca and Barry play in the canon storyline. However I put the story together in a way that&#8217;s exciting, makes sense and doesn&#8217;t contradict the games canon. <a href="http://monstervine.com/wp-content/2009/01/re5.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/re5.bmp" alt="" width="200" /></a></p>
<p><em>After entering the mansion, Chris and Jill are ordered by Albert Wesker to investigate a gunshot the team heard. Soon find their teammate Kenneth Sullivan eaten by a zombie past the dining room. They return to tell Wesker what happened, but he has disappeared. They decide to look for their teammates and find a way out. On their way they find most of the other team&#8217;s members dead &#8211; Forest Speyer is pecked to death by crows, Edward Dewey is nowhere to be found and Richard Aiken passes away after an encounter with a giant snake. Richard gives his radio to Chris before dying, however they can&#8217;t contact anyone from inside the mansion. Chris and Jill tell Rebecca &#8211; who has been trying to treat Richard&#8217;s wound &#8211; to keep her guard up as they look for a way out. They find a way out of the mansion and also manage to hook up with Barry along the way and also encounter the snake that caused Richard&#8217;s death, but fail to kill it.</p>
<p>Outside, Brad Vickers tries to contact Alpha Team, however Richard&#8217;s radio is broken and Chris cannot answer Brad. Chris and Jill soon find a dormitory building that is in terrible condition and seems to be overgrown with plants. As they explore this new area, they begin to uncover more and more about what has happened in the facility and realize that the international medical corporation &#8220;Umbrella&#8221; is behind the creation of the zombies. As they venture deeper into the building, they found an aqua ring hidden underground, filled with spilled water and sharks. After getting past them, they find the key to the room of Plant 42, a plant monster they&#8217;ve read about earlier. Using Jill&#8217;s knowledge of chemicals, they create the V-Jolt, a chemical that can supposedly weaken the plant. They apply it to it&#8217;s root located in the basement and face off against it, ultimately destroying the plant. On their way out, the duo encounter Wesker shooting at some enemies. He orders them to return to the mansion and try to enter the areas that are still blocked off. They receive one more call from Brad on the way back, but once again fail to respond. <a href="http://monstervine.com/wp-content/2009/01/re1.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/re1.bmp" alt="" width="200" /></a></p>
<p>When our heroes return to the mansion, they feel a strange uneasiness. It is not unfounded, as they encounter new enemies, the Hunters, reptile-like creatures transformed by Umbrella&#8217;s mysterious virus. While Chris and Jill encountered quite a few types of enemies during their exploration &#8211; zombies, zombie dogs, zombie crows, poisonous snakes, giant spiders, sharks &#8211; the Hunters were without doubt the most formidable opponents they had so far. They were quick, agile and with their sharp claws they could behead people in a second, as the first Hunter demonstrates on a zombie. The pair do their best to avoid and combat the new threat as necessary, rescuing Rebecca from one of them along the way. As they gain access to the remaining areas via a key they found in the dormitories, they uncover more about the secret of the mansion and find the battery needed to operate a small lift near the dormitories. They realize they can use it to get into a previously inaccessible area and decide to head outside. However, before they can get out, they are forced to fight the giant snake &#8211; also known as Yawn &#8211; one more time. They manage to finish it off for good this time and avenge Richard&#8217;s death.</p>
<p>The new area they enter is an underground passageway infested with Hunters. They soon find Barry as well and the four of them reunite. Rebecca and Barry separate from Chris and Jill and head off, while Chris and Jill take another path. They soon find Enrico Marini, captain of STARS Bravo Team, who tries to warn them of a traitor among their ranks, but someone shoots him from behind Jill, killing Enrico before he can reveal who it is and how Umbrella is involved in all of it. The two immediately chase after the killer but fail to catch up to him, instead they are confronted by more Hunters and traps involving giant boulders. Once they make it through they find a secret  underground laboratory. <a href="http://monstervine.com/wp-content/2009/01/re4.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/re4.bmp" alt="" width="200" /></a></p>
<p>In there they found out everything. Going from room to room, collecting information on their way revealed the truth behind the mansion. Umbrella used the facilities to conduct experiments with their newly created Tyrant Virus, also called T-Virus. Umbrella&#8217;s goal was to create controllable bio-weapons, however the virus was still not perfect &#8211; while some species maintained some degree of intelligence, most mutants were uncontrollable, prime example being the zombies. The virus had the power of reanimating corpses, however all of them became zombies as the virus altered their cellular structure and destroyed their brain functions. Those infected by the virus became more aggressive and as the virus spread and their normal neural functions ceased, the zombies were left with the most primal instinct: eating. With only feeding on their mind, the zombies attacked anyone and ate them alive, spreading the virus in the process.</p>
<p>Chris and Jill realize the truth of the virus but they still don&#8217;t know how everyone was infected or how the virus spread. They do manage to find some slides and as they insert them into a projector they see pictures and data on the various species of enemies they have encountered &#8211; the zombies, the dogs labeled as Cerberus, the Hunters, Neptune the shark and others &#8211; and one other being they haven&#8217;t encountered yet: experiment T-002 or Tyrant for short. The last slide contained a picture of the research team. Chris and Jill gazed at it speechless as they saw their captain among them. Wesker, their respected leader was the traitor Enrico tried to warn them about. They also find a sealed door leading to the heliport which they realize is their primary escape route, however it only opens in first class emergency. <a href="http://monstervine.com/wp-content/2009/01/wesker.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/wesker.bmp" alt="" width="200" /></a></p>
<p>Chris and Jill made their way into the lab located on the lowest level of the complex, after Barry and Rebecca reactivated the elevator. Wesker confronted them in the lab and revealed everything. He was one of Umbrella&#8217;s researchers, however he betrayed them and planned to steal their research and the &#8220;ultimate bio-weapon&#8221; created by the T-Virus, the Tyrant. Wesker reveals that the virus leaked. It was unclear how and why it happened, but the scientists did their best to clean up the virus. Unfortunately, they were infected in the process and the facility was pretty much abandoned. When the strange murders started occurring, Umbrella ordered Wesker to send in STARS and use them to collect combat data on the performance of the mutants and then destroy all the evidence relating to the company. However Wesker realized that regardless of he does Umbrella is doomed &#8211; he believed that this disaster would lead to others and decided to abandon Umbrella, which he saw as a sinking ship. </p>
<p>The three of them entered the lab, Chris and Jill staring at the enormous creature that was in a tank filled with liquid. Wesker released the beast and marveled at it&#8217;s greatness &#8211; only to be stabbed through the stomach by it&#8217;s claws. With Wesker&#8217;s body now lying in a pool of blood next to a computer console, Chris and Jill gathered up their courage and faced the monster. They were very cautious but were still surprised by how easy they defeated the monster. With the Tyrant lying on the ground motionless, Chris and Jill returned to the upper levels and reunited with their two teammates. Rebecca recommended blowing up the facility &#8211; eliminating evidence, but also eliminating all the monsters before they spread farther into the city. Knowing from a document that there is a self destruct system located in the area, Rebecca headed off to activate it while the rest of the team headed for the heliport to somehow contact Brad, clearing the area of enemies in the process. As the group made their way to the heliport and closer to the open, they got one last call from Brad. He told them he was running out of fuel and if anyone was still alive they need to contact him immediately. Knowing that they might be unable to respond, Brad recommends giving him some kind of sign. <a href="http://monstervine.com/wp-content/2009/01/re6.bmp"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/re6.bmp" alt="" width="200" /></a></p>
<p>Once the three Alpha Team members reach and reactivate the elevator Rebecca catches up to them &#8211; with a lot of zombies following her. Chris, Barry and Rebecca stay to hold off the wave of zombies and tell Jill to go ahead and contact Brad somehow. As Jill rides up the elevator the intercom voice that was part of the alarm system stops repeating &#8220;Evacuate immediately&#8221; for a second &#8211; only to say something something far worse: &#8220;Three minutes until detonation&#8221;. The three fighting the zombies immediately call the elevator back and arrive on the heliport right after Jill shoots off signal rockets into the air. Brad comes in with the helicopter and is about to land when Tyrant bursts through the stone tiles of the heliport. Brad retreats and keeps hovering above the group as they begin to battle the Tyrant who is much stronger than it was before. <a href="http://monstervine.com/wp-content/2009/01/refinalboss.bmp"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/refinalboss.bmp" alt="" width="200" /></a></p>
<p>The battle does not go very well. While the combined efforts of the four do manage to keep the Tyrant back and confuse it enough to have a hard time deciding who to hit, their bullets just don&#8217;t seem to hurt it. As they are running out of bullets, Brad gathers up his courage and goes close enough to throw a rocket launcher down to the group. With only about a minute left before the entire building explodes, Chris makes his way to the weapon while his teammates distract the monster. Upon reaching it, he shoots a rocket straight at the Tyrant &#8211; utterly destroying it. Brad quickly picks the up the four survivors and fly off into the rising sun as the team rest in the helicopter, too tired to think or to say anything to each other. They enjoy the moment of peace as the Arklay Laboratory goes up in flames behind them. However, little do they know that their battle is far from over&#8230;</em></p>
<p>That concludes part one of the retrospective, join me next week when I&#8217;ll be taking a look at Resident Evil Director&#8217;s Cut and Resident Evil 2.</p>
<p>Hope you had fun reading this,<br />
Gyuri</p>
<blockquote><p><strong>Gyuri&#8217;s diary</strong><br />
<em>January 28th, 2009.<br />
Part one is done and uploaded but&#8230;the zombies are getting in. I have to escape. Time to abandon this building and look for a safer place.</em>
</p></blockquote>
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		<title>F.E.A.R 2: Project Origin Demo Hands-on</title>
		<link>http://monstervine.com/2009/01/fear-2-project-origin-demo-hands-on/</link>
		<comments>http://monstervine.com/2009/01/fear-2-project-origin-demo-hands-on/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 04:39:42 +0000</pubDate>
		<dc:creator>Fairuzons</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[FEAR 2]]></category>
		<category><![CDATA[Monolith]]></category>
		<category><![CDATA[Warner Bros]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=6286</guid>
		<description><![CDATA[So F.E.A.R 2 Project Origin has hit the PSN, PC and Xbox Live for all to get their hands on it to try it out. Although a bit late into the game, I did download the demo after doing the 3-day Chicago musical play and plan to write the most unbiased preview on it I [...]]]></description>
			<content:encoded><![CDATA[<p><center><a href="ihttp://monstervine.com/wp-content/2009/01/ca_loki-image227.jpg"><img src="http://monstervine.com/wp-content/2009/01/ca_loki-image227.jpg" alt="" width="500" /></a></center></p>
<p><center><strong>So F.E.A.R 2 Project Origin has hit the PSN, PC and Xbox Live for all to get their hands on it to try it out. Although a bit late into the game, I did download the demo after doing the 3-day Chicago musical play and plan to write the most unbiased preview on it I can. Â I will be adding some opinions in this as well but they won&#8217;t be ones that&#8217;ll make the game sound better or worse then it really is.</strong></center></p>
<p><a href="http://monstervine.com/wp-content/2009/01/po_4_2finals__21_.jpg"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/po_4_2finals__21_.jpg" alt="" width="200" /></a> So F.E.A.R 2, the first real Sequel to the F.E.A.R stories kind of destroys nearly everything that&#8217;s happened in any expansion or side games that have come out. Â The F.E.A.R experience has slowly begun to die as the seperate games lived nowhere near up to the original. The only actual good throw-in was the expansion pack that played as an &#8220;Alternate&#8221; ending being the best way to put it.</p>
<p>When I downloaded the demo from the PSN, I was mixed with excitement and caution for how this game was going to work out and all I can say is that the demo did nothing but leave me shaking and anticipating the full game&#8217;s release.</p>
<p>The first thing to start out with is the graphics, the first FEAR was known to be one of the best looking games for 2005 and was truly high demanding for the PC, however considering how much detail was in that game it was no surprise. FEAR2 does not dissapoint there, the entire game has pretty much come to life and feels revamped from the previous game. Â  Little glasses shattering into tiny pieces, sparks shooting out from electronic equipment, bullet recoils to much more. This game brings back the chaotic feeling of destructable objects the first one had and extends it by just adding those little extra details.</p>
<p><a href="http://monstervine.com/wp-content/2009/01/po_4_2finals__6_.jpg"><img style="margin: 10px; float: right;" src="http://monstervine.com/wp-content/2009/01/po_4_2finals__6_.jpg" alt="" width="200" /></a>The second to bring out in this short hands-on demo is the gameplay. Â Most people see a shooter it&#8217;s going to be the same thing, it just depends on how sharp the creators make it to make it different. In terms of FEAR 2 the combat has become way more intense then before, and the mechanics have improved. Â The enemy&#8217;s A.I made an improvement from the first game, not major improvements but definitely one to keep the fight on. You can be stuck in a one-on-one gunfight for a good 40 seconds if your health was low enough. Â The enemies continue using flanks, covers and decoys to keep you busy causing you to think strategically with each of your moves especially when you want to conserve your ammo which brings me to the next upgrade to the series, cover.</p>
<p>Cover has always been something major in most shooters but Monolith has brought it to the next level. With the push of the action button (Depending on your console) you can flip tables, pull down shelves and use them as your new cover while you&#8217;re engaging the enemy. They even got as far as to allow you to forcefully open car doors as cover and then close them again when you&#8217;re done. Â This is very helpful considering the enemies you&#8217;ll be going up against, not only that though but increases the intensity online multiplayer will be having. Â Another newly added feature is the ability to control Mechs, in the demo you are given a chance to pilot one of these mechs. However it&#8217;s really required to have one for this (Unlike games that let you use them to just tear down enemies with ease) as they&#8217;ll be sending you against multiple opponents with missle launchers and even those mechs you found enjoyable in FEAR and it&#8217;s expansion pack.</p>
<p><a href="http://monstervine.com/wp-content/2009/01/ca_loki-image238.jpg"><img style="margin: 10px; float: left;" src="http://monstervine.com/wp-content/2009/01/ca_loki-image238.jpg" alt="" width="200" /></a>The last thing to add into this Demo Hands-on will be the F.E.A.R Factor of this game. When I started up the level, I felt rather dissapointed, the game seemed to have begone following the normal horror games instead of the japanese horror the original went for. However as I progressed further and further into the game. Â I began wasting half my ammo on stuff that wern&#8217;t even there. This game brings back the feeling of horror the original went for and intensifies it by casting shadows where you just came from. Having short montages of Alma popping up in the least expected spots. Haivng you get a taste of hell in FEAR for short moments. I don&#8217;t want to spoil any of those moments, in fact I&#8217;m trying to do this hands-on without spoiling too much of the demo itself so it&#8217;s coming out a bit rough. Either way, if you&#8217;re a fan of horror games or a fan of intense shooters, FEAR is the game for you.</p>
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		<title>Achievements? The start of something&#8230;</title>
		<link>http://monstervine.com/2009/01/achievements-the-start-of-something/</link>
		<comments>http://monstervine.com/2009/01/achievements-the-start-of-something/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 06:15:01 +0000</pubDate>
		<dc:creator>Francis Rodriguez</dc:creator>
				<category><![CDATA[Editorials]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=6313</guid>
		<description><![CDATA[We at MonsterVine always enjoy a thorough introspection of the many things the video game industry has to offer, big or small. But community member, WarDragon989, has managed to make even the small look big as he examines the integrity of Achievements, Trophies and Steam Achievements and their consequent impact through the coming generation. WarDragon989 [...]]]></description>
			<content:encoded><![CDATA[<p>We at MonsterVine always enjoy a thorough introspection of the many things the video game industry has to offer, big or small. But community member, WarDragon989, has managed to make even the small look big as he examines the integrity of Achievements, Trophies and Steam Achievements and their consequent impact through the coming generation.</p>
<p><b>WarDragon989 writes:</b></p>
<blockquote><p>Wonderful? Maybe.</p>
<p>The idea of what an achievement, is an accomplishment for completing a certain task which could have a ranging difficulty curve. Before Xbox released a viewable portal to the concept, these rare â€œgame achievementsâ€ were only viewable on youtube or similar video sites and of course the good old gaming forums where people recited their moments to whoever would listen.</p>
<p><strong>The Xbox System</strong></p>
<p>In 2005, Microsoft and their brand new system, the Xbox 360, announced an in-built system know as â€œAchievementsâ€. These achievements had â€œgamerscoreâ€ attached and when totaled up gave number differences, which raised a number of gaming egos in the process. It was a welcomed addition to the console market though some showed concern about them mentioning an unsettling addiction with acquiring them or that they &#8220;needed&#8221; to get the 1000/1000.</p>
<p>The policy that Microsoft imposed was simple; a game released on retail had to have 1000/1000 gamerscore with it, and the number of achievements can range from 4 to 99. A game released as an arcade can have 200/200 with 12 achievements being a normal static amount. Their policy has changed over the years with the inclusion of DLC, such as expansions. Retail can now have an added 250 points, totaling 1250 and the arcade added 50 more totaling 250. These of course are only available to people who have the new content. Halo 3 recently set 1750 achievement points, this would mean that any game can have a number of expansions added, but of course i believe there is a hidden cost.</p>
<p>Achievements are a nice addition if they are in the right hands, over the two years that Microsoft has had the achievements system, many game developers have retained a sense of ranging achievements from completing a game on different difficulties, to a boss battle, to killing 3 people in 5 seconds. In the later years, Halo 3 let people acquire new armour for getting a certain achievements and it recently updated to include many community based achievements.</p>
<p>Notable achievements are mainly ones which require time, effort, skill and the inability to cheat but this has caused many to believe that the â€œprestigiousâ€ achievements are more of a burden and struggle especially when they have acquired them;</p>
<p>    * 5/7 day survivor (Dead Rising)<br />
    * Mile High Club (COD4)<br />
    * Seriouslyâ€¦ (Gears of war) and their notable spin offs, No Seriously (The Club) and Beans Bullets Bandages (Battlefield: Bad Company)</p>
<p>Of course these game developers are the ones who have a good range of achievements so it doesnâ€™t feel like a waste just to get one. Other developers are using the addictiveness of achievements as a secret latch for their games; for example The Simpsons and Avatar which both have very easy achievements and game concept. But due to the actual achievements selling the game and not the game selling itself, has the meaning of achievements been lost along the way?</p>
<p>Xbox achievement have a sense of addiction which a number of companies have taken advantage of and even the ability to â€œcheatâ€ the system has caused a mass of players to claim a number of points without really trying, it became a major concern and Xbox HAD to do something about in 2008.</p>
<p>Overall, Xbox started an idea, which had a great concept and so far it has been very successful, but I believe they have made people forget what an â€œachievementâ€ really is, and what it really means to get one.</p>
<p><strong>Steam Achievements/PC</strong></p>
<p>On the momentum of Xboxâ€™s, now successful, achievement system Valve, a PC based company incorporated Achievements for a number of its games into their new Steam system, so far only a hand full of games support achievements, mainly their own games and a number of arcade type games.</p>
<p>The rules about them seem much more relaxed then Xboxâ€™s version, with no gamer score, and the amount of achievements removed. Valve, using there own game Team Fortress 2 uses achievements to give the players new weapons with milestones, constantly updatedthe achievement list with new class and map packs making the achievements list almost endless with no restrictions.</p>
<p>Recently, World of Warcraft a popular PC game, adopted the achievement idea; which covers all aspects of the game. They have used the achievements points system, rating each one with points and give in-game bonuses for collecting a number of achievements.</p>
<p>Overall the PC version has gone in the right direction with achievements partially, Valve, who try to remind people that it isnâ€™t about points, its about what you do and getting rewards for it.</p>
<p><strong>Playstation 3 Trophies</strong></p>
<p>Xboxâ€™s competitive console rival, Sony, saw the impact achievements had on Xbox sales, and on the console itself, and believed a system would be needed for the PS3 system, they created Trophies.</p>
<p>Trophies are split into 4 different areas; Bronze (simple tasks), Silver (medium tasks), Gold (hard tasks) and Platinum (which you get when you have every other trophy). Instead of showing off the score, each trophy has a hidden score which is then added to a total bar. This bar increases in level and get harder to level up each time.</p>
<p>The difference between trophies and achievements is that a number of games require a sense of commitment to the game such as Warhawk, Wipeout HD and Socom. All mentioned require skill and time for you just to get one trophy and is not a simple one night play which some Xbox achievements are.</p>
<p>Trophies are a fairly new concept and are now in 2009 mandatory for future games, a number of old games including Metal Gear Solid 4, Heavenly Sword and others have yet to be patched and Sony is more relaxed on not forcing them to do so, which has angered a number of the community.</p>
<p>Overall, Sony has taken the Xbox idea of achievements and shook it down to its foundation and Trophies are that. Sony is much less restrictive on how many and what is needed to complete, and it is more to the developer.</p>
<p><strong>The meaning of an achievement</strong></p>
<p>Overall, Achievements/trophies are great to have as they add â€œmoreâ€ replay value of a game.</p>
<p>The achievement idea is great in theory, but the meaning is lost. Xbox generally though it was better to reward people for almost everything in a game, while attaching a score for the ego inside us. PC generally though achievements where as Xboxâ€™s was for any action and not attaching a score. And Playstation is between the two, while not have a score they have a total bar, that all the trophies add up to.</p>
<p>An achievement is an accomplishment for completing a certain task that has ranging difficulty attached. While most achievements and trophies hold true to this idea. When you look back at the â€œtrueâ€ achievements and stories of people who do these cool and unique things, you wonder why they donâ€™t have an achievement for that. Itâ€™s a shame that achievements are now game seller reasons and from the makers point of view you donâ€™t want a customer to be frustrated with the game.</p>
<p>Achievements are dubbed down view of what &#8220;true&#8221; achievements are, this means that instead of doing days upon days of training; anyone can get an achievement which makes the achievements meaningless. While we have seen unique achievements for games, few have show commitment. The ones that do are normally pushed aside and labeled as â€œtooâ€ hard and â€œtooâ€ much commitment. A number of PS3 trophies require you to be committed to the game (hours upon hours) this is what it should be, achievements should not be a walk in the park; it should be a walk on the side of mountain-side trail.</p>
<p>Also there should be more community based achievements, for example Bungie are very in tune with their community and now have &#8220;Vidmaster Challenge&#8221; achievements or Wipeout HD, where you have to beat a staff members race time, almost giving a meaning behind it.</p>
<p>So in the end, i believe the Xbox 360 version lost the plot, with its restrictions and its score, while PC and PS3 versions showed us what committed meant, no score, no restrictions and playing the game then getting an achievements for it, not the other way round.</p></blockquote>
<p>While comments are allowed below, please feel free to discuss this article in the original thread <a href="http://monstervine.com/forum/viewtopic.php?f=14&#038;t=125">found here</a>.</p>
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		<title>SB&#8217;s The Rant Zone: Why I Love Nintendo</title>
		<link>http://monstervine.com/2009/01/sbs-the-rant-zone-why-i-love-nintendo/</link>
		<comments>http://monstervine.com/2009/01/sbs-the-rant-zone-why-i-love-nintendo/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 02:54:26 +0000</pubDate>
		<dc:creator>SparklingBlue</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[SB's The Rant Zone]]></category>

		<guid isPermaLink="false">http://monstervine.com/?p=5623</guid>
		<description><![CDATA[Love the Wii or hate it, you have to admit what Nintendo has done this gen is nothing short of amazing. But with every major change, there&#8217;s a faction of people that whine about the old ways and how the new way is bad. We see this (almost) every day in the core vs. casual [...]]]></description>
			<content:encoded><![CDATA[<p>Love the Wii or hate it, you have to admit what Nintendo has done this gen is nothing short of amazing. But with every major change, there&#8217;s a faction of people that whine about the old ways and how the new way is bad. We see this (almost) every day in the core vs. casual debate. But what about those that still love Nintendo, never mind the shift to casual?</p>
<p>I happen to be one of those gamers, and I personally don&#8217;t care what kind of a game I play&#8211;I could be playing an epic RPG one minute and a few rounds of Zuma or Wii Sports the next. To me, all that matters is that a game is fun, no matter who it is marketed for&#8211;and that, to me, is something Nintendo has always done.</p>
<p>Another reason I still love Nintendo is their lineup of all star characters. Mario, Link, Pikachu, Kirby, Fox&#8211;I have made many wonderful memories with all of them. Furthermore, if it weren&#8217;t for Mario and the NES, gaming would be dead&#8211;something I feel is in danger of being forgotten in the core vs. casual fray.</p>
<p>But most of all are the imaginative worlds these characters populate&#8211;the team at Nintendo do a great job making such places as the Mushroom Kingdom, Hyrule, and Kanto seem like real places, so that we feel like we have traveled a long way, all without having to leave our living rooms and bedrooms.</p>
<p>Mind you, I am not blindly making the fangirlish claim that Nintendo is great, and Sony and MS are not&#8211;I have also had wonderful experiences on Sony consoles too&#8211;but I take care to never forget my roots as a gamer&#8211;and it all began thanks to Nintendo.</p>
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