04-07-2023, 04:35 AM
A comment I have seen has tackled some of the issues I touched on in the OP in a most excellent matter, which I will now share with you along with the video it was made in response to.
[Video: https://youtu.be/FcJGvS4f-HQ]
[Video: https://youtu.be/FcJGvS4f-HQ]
Anthony Wrote:You are completely right... within your revolting mental ghetto which you believe is the entire universe.
On the barest and least interesting level of talking about these works like they're arcade games created solely around the aim of providing predictable and masterable challenges, yes, the original is better. But they aren't and never were that.
You keep quoting the IGN review. Maybe a cynical move because IGN are retards and use "game" focused lingo because they're a bunch of tools incapable of evolving who are forced to write in certain terms they don't understand or care about forever. By contrasting your own genuine neurosis over "gameplay" with theirs yes you get to make lots of corrections and so on. But IGN are basically a decades long scam. None of them give a shit about anything they're saying. Nobody does. They're like RT. They exist so their numbers can be screenshotted and talked about.
This game does not sell because of weighted opinions on its "game design". The first level on which something like this sells, the lowest level, is that the name just exists and is recognised due to time and inertia. This is enormously valuable even if nothing anybody has truly cared about has ever come of it. The 'Tomb Raider' brand was sold for hundreds of millions despite being a cheap, hollow, napkin scrawl idea that was obviously just a bare minimum justification for doing novel things (indiana jones with polygon tits). Normal people will buy a new advertised thing called 'Tomb Raider' just because if something endures long enough for the name to stick there's a familiarity that emerges which can then be activated in the natural mass consumer class on command. Games directed to this level tend to be very one-size fits all because the thing is already going to sell, all you have to do is not disrupt the rhythm of consumption by scaring people with something weird. Achieve victory, then go to war.
But that's not all that's going on here. Not a sufficient explanation of how we got to a remake of Resident Evil 4. No, there doesn't appear to be meaningful saving of money or effort in reusing the ingenious premise of "man in spain shoots people" or the "succession of rooms full of people to shoot" 'level design'. That's not why this happens.
Capcom did not hire IGN to sell their game to people. They got Sphere Hunter. Think about that and you can see why this remake actually happened (not politics, relax). Yes, the point about one size fits all "game design" is accurate, but it's incidental. The real essence of what's going on is understood if you understand what Sphere Hunter is selling. SH is a brand ambassador of "cool Japanese stuff". What the Japanese have learned and understood better than Hollywood is that most people are not connoisseurs, they don't appreciate what they think they're into. They enjoy *participating*. Beyond the barest act of habitual consumption buying Resident Evil 4 is an act of consummation. Affirmation of inclusion and participation in Resident Evil fandom. And why is this something desirable which you can sell to people? Because Sphere Hunter and the rest exist.
Sphere Hunter's value to Capcom is in creating and maintaining brand image. SH and an army of 90s-2000s cool aesthetics accounts creating this nostalgia-trap simulacra of an age of watching Evangelion VHS tapes on a CRT in a room covered in poppy anime posters. Each customer doesn't have to be into that or any other image specifically, but what matters is this sense of a weight of history behind the consumer which is a source of anxiety. A learned helplessness towards old media paired with a sense of having missed out on the good time which the game is a totem of. This is where a remake comes in. You get to have your own experience of cool old person golden age history.
What Capcom have successfully done here is what Hollywood keeps failing to do. Star Wars 7, Ghostbusters: Afterlife, Jurassic World. They stoke the idea that they own this incredible thing which was momentous, generation defining in its own time, *and you missed out.*. "But... this summer... [piano doing a tinkly NOSTALGIC opening of the main theme]..."
The idea is perfectly sound. What Hollywood does wrong is is being stuck in old media with no connection between the original audience and youth (kids don't care about the experiences of movie people, nobody aspires to be the old tools who saw A New Hope) and putting women and JJ Abrams in charge instead of Japanese people (full credit to the Japanese, copying success is actually quite difficult).
Why does RE4make exist? To let people both participate in and catch up with something they have been successfully programmed into believing is cool and desirable.
Now onto the substance of your critiques, how it plays as a contrived challenge. Or that revolting word, "gameplay". Again, yes, you are right within your own framings and axioms. Obviously. But you even yourself raise the point which is the seed of refuting you. You concede that it can be "immersive" to include elements like sway, inertia, and generally disrupting fluidity of input. You simultaneously critique this game on its disregard for intentionality of design, while refusing to acknowledge its own intentions. Your problem with RE4make is that it's not RE4. RE4make is a problem because of its "one size fits all" approach to its "game design", but you are also going to judge it by universal (or at least non-particular and foreign) standards. Someone whose problem with RE4 is that it doesn't handle like The Last of Us, Days Gone, and Horizon: Zero Dawn is failing to take it on its own terms. But someone whose problem with RE4make is that it doesn't handle like RE4 is doing the same thing.
Now my real problem with you. I addressed the substance of your critiques above, but I can't properly answer you within those, because the real issues at the heart of Resident Evil and its REmakes are so far above you you can't even see them, let alone be wrong about them.
A good starting point would be the word "art". You use this a lot, and as far as I can tell to you it means something between "very good craft" and "something I like a lot". Where I think your attempt at making sense of the phenomena of RE4make really falls apart is trying to talk "art". With the Kubrick point this could have come together, but instead it completely fell apart. Why was Kubrick an artist..? Because... he was really good and original.
It isn't really surprising to see you say this since you're apparently a *shmup guy*. Into arcade machines and so on. An interest in video games which amounts to seeing them as sensation-dispensers. A flashier and more expensive alternative to doing sudoku puzzles with the same ultimate point. To be contrived challenges which you can endlessly remix and keep yourself occupied with forever so that you never have to actually think or engage with the human condition.
Stanley Kubrick was very good with delivering sensation, and putting care into how things looked. But that was not all that he aspired to do with his work. He was not a dispenser of sensation. If that's all you believe there was there is a rather extreme amount of effort on top of that which you have to explain. Why did he not just fire out a new stock genre film every year? Why did he take the projects he did? What is ultimately the point of it all? If he just wanted people to feel excited through his efforts why didn't he sell cocaine instead of becoming a filmmaker? I've already given away my answer with the above paragraph of course. Stanley Kubrick was interested in people.
If something in Kubrick's work could be called the "art", it's the expressiveness. Stanley Kubrick observes the world and humanity, and then creates his films. Those films are refractions. A little cinematic world-experience as a representation of Kubrick's own perception of us and our wider world. A personal impression of Kubrick can be read not just in how he presents things in front of a camera, but what he chooses to present. Calling Kubrick a filmmaker leads many into error. He could perhaps better be understood as a multimedia artist who was able to work his way up to being able to use the cinema for his own ends. That's the essential point. Kubrick used cinema. Cinema did not use Kubrick.
You may not understand yet why I raised this. My problem with your reading of Kubrick is that you take a few arbitrarily selected points of craft as the "art" and say things that don't do it that way are boring, and not art, or bad art. I say that Kubrick's way of doing things was emergent from Kubrick's views on the world and what he wanted to say in that particular work. And that he was not merely a particularly clever sensation peddler. Now think back to where we started... Resident Evil...
I want to talk about Shinji Mikami. If you were capable of following what I wrote about Kubrick I shouldn't even have to do this. But let's aim for clarity. The existence of Resident Evil cannot be sufficiently explained by appreciating is a well crafted collection of challenges and sensations. It's too idiosyncratic and strange, the approaches to basic video game concepts like firing a gun go beyond novel into lateral. Mikami is not Kubrick, he does not share the same level of interest in the inner lives of people and nations. But Mikami is still a man fascinated by the world who refracts and reflects all of that into his work. These particular tastes and fascinations drive his work. Kubrick was an urban American Jew. Mikami is Japanese. The characters and interests are different, but both are true artists and so their creations reflect their respective characters.
Mikami has a catlike fascination with craft and fine objects. He is more than passingly interested in politics, Americana (David Lynch in particular), he loves watches, particularly their fine working mechanisms. Do you see where we go from here? Resident Evil from the start has contained lots of handling fine things. Rendered as 3D objects and spun around, as though they're in your hands. Why is Racoon City a mountain town? Because of Twin Peaks. Why is there an evil sterile lab under a mansion full of art? Because Japan was on a big bio-horror kick at the time fuelled by a fascination with new science and on top of that Mikami liked nice American stuff. The dynamics that emerged from this contrast were at the heart of this series ever since.
I could go on but I only mean to establish the general point, and believe I've iterated enough. Art, even low pop-art, emanates from character. We cannot speak intelligently about art without consideration of the minds behind the works we want to appreciate. By talking about RE4 and RE4make as though they are sufficiently of a kind to be compared directly you are perpetuating the problem which made this state of affairs possible. If RE4make is "a step down" as you say, then it must be possible to create an RE4make which is "a step up" too. But of course I'm not saying we should want or expect that either. What I'm saying is that we should rediscover the actual source of these great older things which we love so much. Yes, arcade culture was an element, the Japanese understand what feels good in virtual space. But that is not all that's going on. The industry evolved beyond those games for a reason.
Am I happy to see RE4make? No. So why write this comment? Because by hating it wrong you're part of the problem. The problem is not insufficiently fun "game design". The problem is the depersonalised cargo-culting of what were and remain deeply personal creations. People who like RE4make are guilty of this. But so are most original RE4 fans. Including you. The genuinely tragic (yes, tragic) thing about RE4make is the Japanese themselves getting more comfortable with the idea of depersonalised pop-art, which is really no longer art at all. More like well-crafted fodder.
Art is nothing without the humanity that strong creative and expressive will can imbue. It is both boring due to the shallowness of anything which isn't expressing anything, and sterile due to the lack of organic reasons to try anything genuinely new. Henry Ford said that if he asked his customers what they wanted they'd have said "faster horses". RE4make is Capcom delivering faster horses. And your problem with that is that you believe you could have created a faster horse.
I hate video games.
[Image: https://i.imgur.com/3RVIe13.gif]
“Power changes its appearance but not its reality.”― Bertrand De Jouvenel
“Power changes its appearance but not its reality.”― Bertrand De Jouvenel