Operation Backlog Completion 2026
Oct 282020
 

Three years after its release, I’ve finally played Resident Evil 7: Biohazard.

(I’d actually intended for this to be my first spooky game of the season, but due to some computer issues and other factors, it ended up being pushed to near the end.)

When I started the game, I had my doubts. It didn’t feel much like a Resident Evil game at all.

Fortunately, it does end up feeling like Resident Evil once you get through the beginning, at least in terms of gameplay.

Although you play from a first-person perspective and it begins with a section that emphasizes stealth and sneaking around a persistent stalker enemy, it isn’t too long before you reach an area with several locks doors, keys to find, and puzzles to solve – all the things I look for in a survival horror game.

Resident Evil 7 definitely brought the series back to survival horror, and having played the Resident Evil 2 remake, I can see just how much the two have in common despite initially feeling very different.

So when it comes to survival horror, Resident Evil 7 left me satisfied. Keys, puzzles, inventory management, it has it all… and some pretty deadly enemies to face off against, too.

On the other hand, the tone is very different than the rest of the series (although I’d argue Resident Evil lost a consistent tone around Resident Evil 4, if not earlier). You play Ethan, a man who receives a message from his missing wife asking him to come get her. Once he arrives, he finds himself trapped by a family of murderous psychopaths who have decided to make him the latest addition to their little group.

There are monsters and infections, but the major antagonists are infected humans who stalk you around the game’s locations and taunt you. It just doesn’t feel like Resident Evil.

For most of the game, that is. While you might spend most of it wondering why this is Resident Evil and not a new survival horror IP, the connection is established late in the game, and I actually really liked how it finally established itself as part of the series.

Overall, I enjoyed Resident Evil 7: Biohazard and I see why people saw it as Resident Evil’s triumphant return to survival horror. If Resident Evil Village ends up feeling like this, I wouldn’t mind that. I haven’t played the DLC yet, but I intend to look into them. What did you think of Resident Evil 7?

Oct 262020
 

There are a lot of Resident Evil clones and some Silent Hill clones, but today we’re going to talk about one of the few Fatal Frame clones out there: DreadOut.

DreadOut follows a teenage girl named Linda, whose school trip goes horribly wrong after she and her classmates become separated from one another in an abandoned, haunted school.

Fortunately Linda’s phone camera (and later a regular camera as well) lets her fight back against these restless and malevolent spirits, as well as take photos of key areas to solve puzzles. As you explore, there are notes to find that provide some story context for the ghosts and the town.

The game is split into three acts. Act 0 is a short prologue, Act 1 takes place in the school, and Act 2 takes place in the surrounding areas.

The camera in Act 1 is terrible. Not the camera you use to fight the ghosts with, but the actual game camera. When you aren’t looking through your phone in first-person, the over-the-shoulder camera is unusually far to the right of Linda, and it goes crazy when you try to go through a doorway. Since the other parts are set in wider areas, it’s not as big of an issue there.

There isn’t a lot of story, although Act 2 adds a bit more, as well as more character interactions. Mainly it’s all about exploring haunted locations and fighting ghosts.

If you die, you travel through “limbo” instead of simply getting a game over, which basically means you need to waste time running toward a blue light while the game inexplicably displays messages like “Thank you for buying a legit copy of DreadOut” and “Winners don’t do drugs” along with an occasional message that’s actually relevant to the story. Then you return to the spot right before you died, so it’s functionally the same as restarting from a checkpoint.

Overall, DreadOut is… fine. It has some frustrating parts and a few illogical puzzles, but there are some genuinely spooky moments and tense boss fights.

I don’t feel compelled to play more from the series, especially since I still have several Fatal Frame games to play, but I do have Keepers of the Dark in my backlog already. Anyway, if you’re looking for a new ghost-fighting horror game, DreadOut can give you a decently spooky few hours if you don’t mind its frustrations.

Oct 232020
 

Today’s game is another one that stretches the classification of “spooky” quite a bit, but I decided the story has enough horror for me to finally finish the Zero Escape trilogy this October by playing Zero Time Dilemma.

Zero Time Dilemma serves as both a sequel and prequel, since Virtue’s Last Reward ended on a cliffhanger relating to events from the past. At the time, that both annoyed me and left me eager to see how it would all work out in the third game.

Unlike its predecessors, Zero Time Dilemma isn’t exactly a visual novel. All of its scenes are cutscenes instead.

However, it’s structured in the same way, so it still feels somewhat like a visual novel.

Once again, nine people are trapped and forced to participate in a deadly game overseen by a mysterious person named Zero. This time it is the “Decision Game,” with a variety of different situations you’re put into and forced to make choices. They’re split into three groups, and you play as each team rather than sticking with one main protagonist.

The orderly flowchart from the previous game is gone, replaced by “fragments” that connect together into a larger flowchart.

At first, I didn’t like the fragment system at all. I made a choice with each team and expected that to lead to the outcome of that combination of choices, but instead I unlocked a whole bunch of different fragments in different timelines, and I didn’t like it.

But over time, it grew on me. It’s easy to turn on the game, pick a new fragment, and play through it. It also helps mimic the disorientation the characters feel due to losing their memories between fragments.

Like in Virtue’s Last Reward, certain fragments unlock pieces of information you need to progress in others. Sometimes this is information the player enters, while other times it simply unlocks new cutscenes because the characters themselves have more information.

A fragment typically involves an escape room sequence, with puzzles to solve, that then culminates in the choice you need to make for that fragment. These are fun, although some of them lack the urgency they had in the previous games. Their pacing is also a bit strange; I felt like a much smaller fraction of my time was spent in escape rooms and was surprised when I got a trophy for completing them all, since I still had a fair number of fragments I hadn’t seen yet.

Between that and the switch to cinematic cutscenes, I really felt like I spent most of Zero Time Dilemma watching it rather than playing it.

So now let’s talk about the story. I liked the tone a lot. Virtue’s Last Reward often felt to me like it was trying too hard to be funny, but Zero Time Dilemma had a much darker tone again (with a lot of horrible deaths in various branches based on your choices), which made it a fitting choice for October after all.

I enjoyed learning more about the characters over different fragments and seeing how various details start to come together. And in general, I enjoyed the plot. There are some great moments and a few really surprising twists that I didn’t see coming at all. The biggest twist even resolved a few things I’d thought were plot holes up until that point, which I appreciated.

Click for implied major Zero Time Dilemma spoilers
Mainly lines related to Q, like how characters would reference him in some scenes, but then see “him” in other scenes and seemingly not know who he is.

Yet it wasn’t quite the thrilling conclusion I expected after the Virtue’s Last Reward cliffhanger, and it’s hard to really explain why. Overall I enjoyed playing Zero Time Dilemma, but (even though there are several aspects I liked better than Virtue’s Last Reward), the story didn’t impact me quite as strongly as the first two Zero Escape games.