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How ‘Resident Evil 2’ Could Help Shape a ‘Resident Evil 3: Nemesis’ Remake

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STARS…..STARS……

People have their own favorites, whether it’s a certain Time Lord, a particular Call of Duty, or a special Friday the 13th entry.

Personally, I’ve always loved Resident Evil 3: Nemesis; it’s what made me discover the survival horror series properly. I had seen the original entry being played on my friend’s Sega Saturn, and I had a demo for Resident Evil 2 from a magazine, but it was Nemesis that really reeled me in. Before people were clamoring for a remake of Resident Evil 2, I was hoping for a remake of Resident Evil 3, and I still am. This is why.

The main appeal to the game was the ‘Nemesis’ creature. It moved like The Terminator, slow like a tank but had the strength to show a ‘You Died’ screen in only three hits. It would appear at seemingly random moments, just when you thought you’d escaped its clutches, you’d see it running towards you.

Sometimes you’d even be given a choice; Would you run away, or fight it? If you were in ‘Hard Mode’, you could collect parts of a new gun if you subdued Nemesis, alongside first aid kits from time to time. But of course, this would be to the detriment of the ammo you’ve saved up and grown an unhealthy attachment to. Throughout the game the creature would mutate, making you wonder just how many incarnations you’d be facing.

I also think of the Nemesis creature much like ‘The Others’ from the TV Show LOST,  a favorite series of mine. To quote a character from the show, Ana Lucia:

’They’re smart, and they can be anywhere at any time, and if you think that one gun and one bullet will stop them, think again.’

When the game was being developed soon after the release of Resident Evil 2, it was first envisaged as a spin-off to 2, codenamed ‘BIOHAZARD 1.9’ and for a time, ‘BIOHAZARD: GAIDEN’. Being developed concurrent to Dreamcast’s Code Veronica (the true Resident Evil 3), upper-management renamed it to be the third entry just after E3 1999, as they wanted the numbered entries to remain on the PlayStation platform.

The game that came out in September of that same year turned out to be a more than worthy sequel to the previous game. Critics praised it for its focus on the original game’s protagonist Jill Valentine, and the terror of an enemy always waiting in the shadows. Many appreciated the story being set before, during, and after the events of Resident Evil 2, with revisited locations to boot, but not so much of it as to feel like it was retreading the same ground from the year before. It opened up Racoon City even more, and you felt like you really were alone in an evacuated city, looking for an escape.

Survival Horror is a line that’s used throughout the series to described its blend of terror, but I like to call this particular entry ‘Paranoia Horror’. The persistent thought of something being nearby, constantly on your tail. In Resident Evil 3, you almost felt like you were in a panicked hurry at times, especially when you hadn’t run into the creature for a while.

The game, in my opinion, had just the right amount of length. There are no extra scenarios with another character, it’s only Jill Valentine and then a small section where you play as Carlos; a mercenary who aides Jill as she recovers from illness. It felt tightly-structured and you’re challenged by the puzzles and the areas without feeling like it was dragging.

There’s now rumors abound that a remake is indeed happening, and after the success of Resident Evil 2 last month, fans are starting to think of how that style could be applied with Resi 3. Here’s how I can see it.

I mentioned earlier of how paranoia is the main theme of this entry, and after playing Resident Evil 2 Remake, I can’t help but feel that the new and improved Mr. X is only a hint towards this.

Even though he only appeared in Claire’s second scenario in the original Resident Evil 2, the remake features him in every scenario. It’s turned out to be a masterstroke, as he’s now a meme on social media, and whatever you read related to the remake, Mr. X will very likely be mentioned.

I can’t help but feel that the more frequent appearance of Mr. X was a test to see how modern audiences would react with someone following them throughout a large portion of the game, and social media has proved that it is indeed the case; people love it.

So with this in mind, let us have Nemesis used more frequently this time. The rocket launcher he uses like a shotgun, for instance, make it cause some damage across the Police Department in that encounter. Have its voice heard across many locations in the game? On the tannoy somehow in the tram. Or as an echo across City Hall. Or whispers throughout the streets of Racoon City.

Perhaps not in disguise as a chef when Jill arrives at the restaurant, but when the choices arrive this time, I’d love for a take similar to Bandersnatch, Charlie Brooker’s Netflix series (not the Code Veronica baddie). Have an extra choice now and again, and it may cause a scene that could result in a game over. Or more branching paths which could result in multiple endings and different outcomes throughout the game.

The story can allow for Jill to meet certain characters before Leon and Claire do, and also opens up the City, the story, and RE2: Remake itself, even more, as there’s also an opportunity of having Resident Evil 3 as DLC content for Resident Evil 2. It’s set just around the events of that game after all, and to have it as an ‘event series’ across October, for instance, could be a great effect, especially as that will be twenty years since its original release on PlayStation.

The game also had its own mini-game just like 4th Survivor, a little thing called Mercenaries. You could play as a multitude of characters, and you could rack up cash to buy new weapons and unlimited ammo, dependant on the amount of time you spent and your rank. This was also retooled for a 3DS game as a Resident Evil 5 spinoff, but to have this remade as well would be incredible fun.

It’d be nice to have other characters playable, beyond Jill and the costumes that were unlock-able, such as Regina’s from Dino Crisis. To see that remade would be a great touch, and to give fans a taste of what a Dino Crisis remake could look like.

I don’t think it’s a matter of ‘if’ anymore, but ‘when’. The acclaim and success that the Resident Evil 2 Remake has shown that when done right, you can cater to old and new fans with a game that can work in the modern age, and with the third game the only one from the original trilogy left without a remaster, it surely won’t be long until Capcom returns to Raccoon City and unleash Nemesis in a new and terrifying way.

Books

‘See No Evil’ – WWE’s First Horror Movie Was This 2006 Slasher Starring Kane

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With there being an overlap between wrestling fans and horror fans, it only made sense for WWE Studios to produce See No Evil. And much like The Rock’s Walking Tall and John Cena’s The Marine, this 2006 slasher was designed to jumpstart a popular wrestler’s crossover career; superstar Glenn “Kane” Jacobs stepped out of the ring and into a run-down hotel packed with easy prey. Director Gregory Dark and writer Dan Madigan delivered what the WWE had hoped to be the beginning of “a villain franchise in the vein of Jason, Freddy and Pinhead.” In hindsight, See No Evil and its unpunctual sequel failed to live up to expectations. Regardless of Jacob Goodnight’s inability to reach the heights of horror’s greatest icons, his films are not without their simple slasher pleasures.

See No Evil (previously titled Goodnight and Eye Scream Man) was a last gasp for a dying trend. After all, the Hollywood resurgence of big-screen slashers was on the decline by the mid-2000s. Even so, that first Jacob Goodnight offering is well aware of its genre surroundings: the squalid setting channels the many torturous playgrounds found in the Saw series and other adjacent splatter pics. Also, Gregory Dark’s first major feature — after mainly delivering erotic thrillers and music videos  — borrows the mustardy, filthy and sweaty appearance of Platinum Dunes’ then-current horror output. So, visually speaking, See No Evil fits in quite well with its contemporaries.

Despite its mere  setup — young offenders are picked off one by one as they clean up an old hotel — See No Evil is more ambitious than anticipated. Jacob Goodnight is, more or less, another unstoppable killing machine whose traumatic childhood drives him to torment and murder, but there is a process to his mayhem. In a sense, a purpose. Every new number in Goodnight’s body count is part of a survival ritual with no end in sight. A prior and poorly mended cranial injury, courtesy of Steven Vidler’s character, also influences the antagonist’s brutal streak. As with a lot of other films where a killer’s crimes are religious in nature, Goodnight is viscerally concerned with the act of sin and its meaning. And that signature of plucking out victims’ eyes is his way of protecting his soul.

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Image: The cast of See No Evil enters the Blackwell Hotel.

Survival is on the mind of just about every character in See No Evil, even before they are thrown into a life-or-death situation. Goodnight is processing his inhumane upbringing in the only way he can, whereas many of his latest victims have committed various crimes in order to get by in life. The details of these offenses, ranging from petty to severe, can be found in the film’s novelization. This more thorough media tie-in, also penned by Madigan, clarified the rap sheets of Christine (Christina Vidal), Kira (Samantha Noble), Michael (Luke Pegler) and their fellow delinquents. Readers are presented a grim history for most everyone, including Vidler’s character, Officer Frank Williams, who lost both an arm and a partner during his first encounter with the God’s Hand Killer all those years ago. The younger cast is most concerned with their immediate wellbeing, but Williams struggles to make peace with past regrets and mistakes.

While the first See No Evil film makes a beeline for its ending, the literary counterpart takes time to flesh out the main characters and expound on scenes (crucial or otherwise). The task requires nearly a third of the book before the inmates and their supervisors even reach the Blackwell Hotel. Yet once they are inside the death trap, the author continues to profile the fodder. Foremost is Christine and Kira’s lock-up romance born out of loyalty and a mutual desire for security against their enemies behind bars. And unlike in the film, their sapphic relationship is confirmed. Meanwhile, Michael’s misogyny and bigotry are unmistakable in the novelization; his racial tension with the story’s one Black character, Tye (Michael J. Pagan), was omitted from the film along with the repeated sexual exploitation of Kira. These written depictions make their on-screen parallels appear relatively upright. That being said, by making certain characters so prickly and repulsive in the novelization, their rare heroic moments have more of an impact.

Madigan’s book offers greater insight into Goodnight’s disturbed mind and harrowing early years. As a boy, his mother regularly doled out barbaric punishments, including pouring boiling water onto his “dangling bits” if he ever “sinned.” The routine maltreatment in which Goodnight endured makes him somewhat sympathetic in the novelization. Also missing from the film is an entire character: a back-alley doctor named Miles Bennell. It was he who patched up Goodnight after Williams’ desperate but well-aimed bullet made contact in the story’s introduction. Over time, this drunkard’s sloppy surgery led to the purulent, maggot-infested head wound that, undoubtedly, impaired the hulking villain’s cognitive functions and fueled his violent delusions.

See No Evil

Image: Dan Madigan’s novelization for See No Evil.

An additional and underlying evil in the novelization, the Blackwell’s original owner, is revealed through random flashbacks. The author described the hotel’s namesake, Langley Blackwell, as a deviant who took sick pleasure in defiling others (personally or vicariously). His vile deeds left a dark stain on the Blackwell, which makes it a perfect home for someone like Jacob Goodnight. This notion is not so apparent in the film, and the tie-in adaptation says it in a roundabout way, but the building is haunted by its past. While literal ghosts do not roam these corridors, Blackwell’s lingering depravity courses through every square inch of this ill-reputed establishment and influences those who stay too long.

The selling point of See No Evil back then was undeniably Kane. However, fans might have been disappointed to see the wrestler in a lurking and taciturn role. The focus on unpleasant, paper-thin “teenagers” probably did not help opinions, either. Nevertheless, the first film is a watchable and, at times, well-made straggler found in the first slasher revival’s death throes. A modest budget made the decent production values possible, and the director’s history with music videos allowed the film a shred of style. For meatier characterization and a harder demonstration of the story’s dog-eat-dog theme, though, the novelization is worth seeking out.

Jen and Sylvia Soska, collectively The Soska Sisters, were put in charge of 2014’s See No Evil 2. This direct continuation arrived just in time for Halloween, which is fitting considering its obvious inspiration. In place of the nearly deserted hospital in Halloween II is an unlucky morgue receiving all the bodies from the Blackwell massacre. Familiar face Danielle Harris played the ostensible final girl, a coroner whose surprise birthday party is crashed by the  resurrected God’s Hand Killer. In an effort to deliver uncomplicated thrills, the Soskas toned down the previous film’s heavy mythos and religious trauma, as well as threw in characters worth rooting for. This sequel, while more straightforward than innovative, pulls no punches and even goes out on a dark note.

The chances of seeing another See No Evil with Kane attached are low, especially now with Glenn Jacobs focusing on a political career. Yet there is no telling if Jacob Goodnight is actually gone, or if he is just playing dead.

See No Evil

Image: Katharine Isabelle and Lee Majdouba’s characters don’t notice Kane’s Jacob Goodnight character is behind them in See No Evil 2.

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