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Reviewing Resident Evil HD has given me several subjects to rant about. Here's the first, which I touched upon in the review itself - why the Spencer Mansion of Resident Evil is so great, and why we need more environments like it.

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We Need More Spencer Mansions (The Jimquisition)

http://www.patreon.com/jimquisition http://www.thejimquisition.com Despite being originally released in 1996, Resident Evil (and, by extension its beloved HD remake) has a lot to teach modern games about environment design. In fact, we need a lot more Spencer Mansions, and a lot less Huge Generic Big City #425.

Comments

Anonymous

A part of me misses the Resident Evil's of old. I mean what was more thrilling than trying to solve a puzzle while zombies are trying to gnaw your giblets off?

Anonymous

I was told there would be 5 episodes this week. I do not see 5 episodes this week. I was expecting 5 episodes this week. I do not like being lied to.

Anonymous

...so what was up with the intro music?

Joshua Chap

That ending had me cracking up!

Anonymous

I think this is part of why I loved the first Dead Rising so much.

Kass Fireborn

One of my favorite uses of this (I say here, because Youtube comments are something you couldn't pay me to read, an obvious difference in us) is the first three Fatal Frame games--in fact, I think Fatal Frame 3 might demonstrate some sort of pinnacle of the form. In 1 and 2 you become intimately familiar with similar closed-zones (a mansion in 1, a small village in 2), and when you re-encounter them in your dreams in 3, not only is there this instinctive visceral reaction to all the surrounding remembered events, but the way the rooms are now out-of-order helps with the subtle sense of a disturbing dream.