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Horror Game Remakes and the Polygonal Glow Up

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Technology is fleeting. What was once groundbreaking and state-of-the-art is child’s play compared to the digital landscape we’ve grown accustomed to today. Looking back at movies with dated CGI is often laughable, and landmark moments in film history tend to shy away from these dusty digital artifacts. Video games, however, are a different sort of Digimon. Their sole purpose is to invite us into virtual playgrounds where we experience their stories and environments firsthand. Speak to any gamer, and they’ll regale a novella’s worth of tales from their time wandering through the multiverse, many of which are part of the pop cultural canon in their own right. Gaming is a lived experience, and while old-school pixelated graphics and blocky 3D models do not withstand the test of time, to gamers, these moments rival the cultural significance of film’s greatest hits.

Today, the tech has far outpaced past limitations. And while a TV adaptation such as The Last of Us has rendered many a thinkpiece due to the seamless way modern games tell harrowing and emotional stories, returning to the classics that thrilled us is often a chore. Fond memories don’t compensate for eye-straining environments and outdated mechanics that are more combative than the game’s actual monsters. If you’ve ever attempted a return to the notorious “tank controls” of yesteryear, you’d agree it’s like trading in your cell phone for a pager. Tension is gone, character models are cringe, and the old guard has lost its edge. Yet, the gaming industry has solved our nostalgic conundrum via the recent remake trend. We may roll our eyes at yet another uninspired movie reimagining, but give us a 4K upgrade of a gaming classic with modern touches and quality-of-life improvements, and we are seated. In gaming – especially when it comes to horror – immersion is essential.

A Survival Horror History Lesson

 2002 – Resident Evil REmake: The blueprint for what could be, Capcom shocked RE fans and newbies alike with a moody remake of their survival horror classic. Including a full graphical overhaul with detailed pre-rendered backgrounds, tweaked controls, and an expanded story, it had fans foaming at the mouth – and terrorized scores of naive children who thought Nintendo games to be innocuous platformers. It did not sell as well as they had hoped, but its mark had been made.

2016 – Doom:  After a decade’s worth of HD remasters pushed chiefly for a cash grab, technology had caught up with our wildest nightmares, and a reboot of the hellish first-person shooter franchise Doom was released. It won Best Action Game at the 2016 Game Awards, and the time had come for popular old-school franchises to claw their way back into the zeitgeist.

2019 – Resident Evil 2: In 2017, Resident Evil 7 rebooted the franchise as an immersive first-person Texas Chainsaw Massacre  – I legitimately could not handle playing for more than an hour – and convinced Capcom to take another crack at a remake. The new RE2 took a 90s masterpiece and upped the ante with eye-popping graphics and an expanded story to become the definitive survival horror experience. It outsold the original 1998 game in its first year of release, and the black flame of horror game remakes was about to spread like wildfire.

April 2020 – Resident Evil 3: A truncated retelling of an underrated gem, it was rushed out after RE2’s success. Having excluded chunks of the original, fans were disappointed, but it got the job done and added another modern RE game to the catalog.

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November 2020 – Demon’s Souls: A PS5 exclusive launch title, gamers could reexperience the original that spawned a franchise with a next-gen coat of paint. Until recently, however, the PS5 has been a rare commodity, so only a select few could bare witness to that infamous “YOU DIED” screen.

2022 – The Last of Us: In case you missed the transcendent masterpiece in 2013, Naughty Dog released a next-gen remake on PS5 four months before the critically acclaimed HBO series premiered.

January 2023 – Dead Space: It’s bloodthirsty necromorphs on a massive space shuttle, so Resident Evilmeets Event Horizon. The graphics and sound design are next-level, and you’ll certainly be leaving the lights on.

March 2023 – Resident Evil 4: A remake of the franchise’s darling is releasing this month and has tens, tens, tens across the board in critic reviews.

Old Dog, Gorier Tricks

Unnecessary horror movie remakes are often an exercise in what not to do. With few exceptions to the rule, they’re typically a way to make a quick buck on the uninitiated and leave fans of the originals unimpressed. Gaming, on the other hand, is participatory. Experiencing your faves like they were meant to be, remade from the ground up in the modern era, is like seeing them in color for the first time. Familiarity is now often used against us to rake in those scares. Occasional changes to set pieces and the order of events, coupled with photorealistic gore, will have you regretting that Jamie Lee Curtis-endorsed cup of Activia yogurt. Add to the mix 3D audio, ray tracing, butter smooth framerate, and enhanced enemy AI, and you may as well be the one holding the flashlight – and in VR, you are!

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Newcomers will be shitting bricks regardless while they explore the puzzle boxes that are RE2’s labyrinthine Racoon City Police Department or Dead Space’s derelict spaceship Ishimura for the first time. Yet compared to a movie remake, only a video game can inject that same level of adrenaline fans of the original felt when they first played upwards of twenty years ago. Unlike in 2008, you’ll be rationing electrical power within the Ishimura as you explore, forcing you to cut the lights in all the wrong places. And speaking as someone who has completed The Last of Us several times since 2013, there was still something uniquely special about exploring and surviving through the lush, overgrown neighborhoods and abandoned cityscapes with Joel and Ellie on the PS5. It’s like getting a 4DX theater upgrade of your Blu-ray collection.

What Fresh Hell is This?

A calming piano accompaniment lulls you into a false sense of security while you sort through your pockets. The lighting seems brighter, and strangely, a typewriter in the center of the room calls out to you. As you jot down the memories of the last twenty minutes like a goldfish with a notepad, the faint thud of footsteps draws near. “It couldn’t be,” you think, as you recall doing a great job at zigzagging your way across the building. You only need one more medallion to escape this hellhole, so you creak open the door and return to the nightmare. BAM! It’s game over as the hulking behemoth closes his fist around your neck, and you draw your final breath.

That was just one example of your many encounters with Tyrant – or Mr. X as he’s more affectionately called – in the RE2 remake. He was a small piece of the pie during your second playthrough in 1998, but this time, he’s stalking your every move at various points throughout the main campaign. AI is taking the world by storm and is no different here. Mr. X is in pursuit throughout the RCPD in real-time, so make too much noise blasting away zombies, and you’re toast. It’s borderline debilitating. Yet this type of hands-on, play-at-your-own-risk visual storytelling is why we adore the medium. Everyone’s experience differs depending on when and how you choose to slink out of the light and into the shadows, and these remakes pull no punches.

Beyond the enhanced AI of the chainsaw-wielding maniacs and human companions of Resident Evil 4 or the petrifying sound of the Dead Space necromorphs scuttling through vents, game directors are finding other ways to make these adventures fresh. Cherished stories are now the director’s cuts we’ve always wanted, incorporating new story beats, side quests, character interactions, and even additional never-before-seen endings. Filming a scene for a video game in 2023 is no different than your average day doing motion capture for the MCU or James Cameron, and storytelling is held to the same standard as visual finesse.

On the flip side, the HBO adaptation of The Last of Us accomplishes what very few have done before. In a meta twist, the game’s creator, Neil Druckmann, is the show’s lead writer. We’re essentially getting another remake of the game, and Druckmann gifts us entire episodes dedicated to characters and subplots only hinted at on consoles. Much as the audiovisual enhancements in the PS5 remake allowed me to experience the beauty and terrors of its world with fresh eyes, the HBO series views its characters through a new lens. Naysayers have always looked down their noses at video games, but the series’ critical success and viewer reception, which brought people to tears weekly, has something to say about that.

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Untold Horrors

The future is bright for horror gaming, and its untapped backlog for remakes and reimaginings runs deep. The macabre classic Silent Hill 2 has been announced as the next major remake coming down the pike, which will undoubtedly induce a few panic attacks. As for other hopefuls, Parasite Eve – a bizarre fusion of Final Fantasy and Resident Evil set in NYC that explores themes of bodily autonomy and spontaneous human combustion – and Dino Crisis, which is clearly about gunning down dinosaurs come to mind. And let’s not forget the wild west of VR and whatever hallucinatory nightmares that might bring. If we’ve learned anything from the success of this new trend, the adage “if it ain’t broke, don’t fix it” does not apply to video games. Allowing the game’s core to remain intact is necessary, but twenty-year-old polygons need help being scary again. And please, whatever you do, don’t even think about bringing back tank controls for some kitsch nostalgia trip.

Alex Warrick is a film lover and gaymer living the Los Angeles fantasy by way of an East Coast attitude. Interested in all things curious and silly, he was fearless until a fateful viewing of Poltergeist at a young age changed everything. That encounter nurtured a morbid fascination with all things horror that continues today. When not engrossed in a movie, show or game he can usually be found on a rollercoaster, at a drag show, or texting his friends about smurfs.

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‘Lost Records: Bloom & Rage Tape 2’ Review: A Heart-Wrenching ‘90s Adventure with Unforgettable Choices

Lost Records: Bloom & Rage is a perfect jumping-off point if you’ve never played a Don’t Nod game. It shows you just how creative, original, and passionate the entire team is. Even the minor graphical glitches weren’t enough to take me out of the game one bit. That being said, I think Bloom & Rage is a game that will emotionally destroy many. Those of you who are in an emotionally vulnerable state, be warned because Tape 2 gets incredibly heavy, and if you’re not ready, you’ll be caught off guard. I said it best in my coverage of Tape 1 and want to end this review by reiterating that this game made me nostalgic for my childhood while also yearning for the one I never had.

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Lost Records: Bloom & Rage Tape 1 was a homerun for Don’t Nod Montréal. In the most recent episode of the Horror Press Podcast, I ranted about Y2K and my discontent with ‘90s nostalgia bait and that I almost dislike it more than ‘80s nostalgia bait. What I appreciated about Tape 1 is how it creates its own version of the ‘90s while remaining a referential timepiece. The ending of Tape 1 left me wanting more, and now that I’ve played through Tape 2 twice, and somehow got the same ending both times, I’m ready to talk about it.

Picking Up the Pieces: Tape 2’s Story Continues

Tape 2 picks up where Tape 1 left off. Present-day Swann Holloway (Olivia Lepore), Autumn Lockheart (Andrea Carter), and Nora Malakian (Amelia Sargisson) are at the Blue Spruce Bar in Velvet Cove. They’re reeling in their shared revelation of the night of the concert they put on 27 years ago in this very parking lot. The mystery box still sits in the center of the table as a beacon of what once was and what will be. We jump back and forth between the present and a post-concert 1995 and the fallout on the revelation of Kat Mikaelsen’s (Natalie Liconti) leukemia. But how the game ends, my dear players, is in your hands.

Before we get into it, I want to make sure I discuss two things I didn’t talk about in my coverage of Tape 1. First, we have an incredibly direct reference to a film that fits perfectly and has been confirmed as an easter egg. Swann’s license plate reads, “STV GLW”. This has been confirmed as a direct reference to Jane Schoenbrun’s I Saw the TV Glow, which I thought was an incredibly sweet reference. We also get another great reference in a form that pays homage to another film that inspired this game (it seems), and that is Nora’s lighter, which is white and says, “Fire Walk With Me” on it—loved seeing that!

A Soundtrack That Haunts and Hypnotizes

I’m not sure why I didn’t cover it previously, but the other aspect of both tapes that makes the experience ethereal is the soundtrack. Much of the composed music for the game creates a hallucinogenic, dream-like atmosphere that sets the soundtrack miles apart from others. But the songs that resonate the hardest are those from duo Milk & Bone (Laurence Lafond-Beaulne and Camille Poliquin) and Ruth Radelet. Without the whimsical ambiance they created, this game would not be what it is. And then we have See You In Hell by Nora Kelly, which I’ve been humming to myself over and over since I finished the game.

Tape 2 ups the ante from Tape 1 in a way I wasn’t sure they could pull off. Even though the game is rated M, Tape 1 felt a little safe. Tape 2 takes the training wheels off and lets you know fairly early that we’re not here to mess around. Each second feels like an eternity; each decision is heavier than before. The writers (Desiree Cifre, Nina Freeman, and Jean-Luc Cano) crafted four wonderfully complex teenage characters, and seeing how what happened (in your playthrough) forms the clay of their present-day selves is a feat that many choose your own adventure games fail to pull off. I have never felt so deeply about a set of characters in a video game until now. (Even though my playthrough made me dislike Autumn quite a bit.)

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Final Thoughts: Nostalgia Meets Yearning

Lost Records: Bloom & Rage is a perfect jumping-off point if you’ve never played a Don’t Nod game. It shows you just how creative, original, and passionate the entire team is. Even the minor graphical glitches weren’t enough to take me out of the game one bit. That being said, I think Bloom & Rage is a game that will emotionally destroy many. Those of you who are in an emotionally vulnerable state, be warned because Tape 2 gets incredibly heavy, and if you’re not ready, you’ll be caught off guard. I said it best in my coverage of Tape 1 and want to end this review by reiterating that this game made me nostalgic for my childhood while also yearning for the one I never had.
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Resident Evil: Unraveling the Wesker Era, Umbrella Corporation, and T-Virus Origins

So, in today’s lesson, we’ll be diving into the most essential questions of the franchise; this means we’re going to be drawing on the canon of only the games (not the movies), and ignoring Resident Evil 4 and everything from 6 onward specifically. The focus here is what I call the Wesker Era of Resident Evil, games where Umbrella and Wesker is the throughline plot-wise. So, without further ado, let’s jump into the birth of the Umbrella Corporation, and the origins of Albert Wesker.

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Welcome back to Horror 101, a series of articles where we explain horror legends and their lore. For beginners, the confused, or just those who need a refresher, these articles are for you. During a recent get-together with some friends, I made an offhanded joke about the Resident Evil game series. This prompted a person who had never played to ask what they were about outside of shooting zombies. And while I opened my mouth to explain, nothing came out because I soon realized: I couldn’t even begin explaining them without a blackboard.

So, in today’s lesson, we’ll be diving into the most essential questions of the franchise; this means we’re going to be drawing on the canon of only the games (not the movies), and ignoring Resident Evil 4 and everything from 6 onward specifically. The focus here is what I call the Wesker Era of Resident Evil, games where Umbrella and Wesker is the throughline plot-wise. So, without further ado, let’s jump into the birth of the Umbrella Corporation, and the origins of Albert Wesker.

Major spoilers ahead for Resident Evil 0, Resident Evil, Resident Evil 2, Resident Evil 3: Nemesis, and Resident Evil 5.

WHAT IS THE UMBRELLA CORPORATION?

The story begins how it always does: with a British person ruining things.

Oswell E. Spencer was a wealthy British aristocrat who, over the course of his life, became obsessed with creating a utopia. His philosophy slanted towards authoritarianism and eugenics, believing he could uplift the human race as its sole ruler. Spencer soon honed in on his mission: he would use selective mutation and gene tampering to make humanity “perfect”.

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On a later expedition to Africa, Spencer found a miracle lifeform to help achieve his goals. This was the Progenitor virus, an ancient virus that could create monsters out of animals and people when it was ingested, but more importantly, it could turn certain humans into superhumans.

Despite recognizing Progenitor’s incredible potential, he also knew the research to actually refine and apply this power would take decades, an inordinate amount of money, and many more talented personnel than himself. So, he formed a company called Umbrella Pharmaceuticals to undergo this task. Under the leadership of Spencer, it later became the infamous Umbrella Corporation.

WHAT ARE THE B.O.W.s IN RESIDENT EVIL?

Umbrella would soon find a new stream of revenue through the virus; they would use Progenitor and its successors to create Bio Organic Weapons (B.O.W.s), which could be sold to governments and terrorist groups for funds to complete the utopia project.

Setting up shop in the Arklay Mountains of the Midwest, Umbrella founded the expansive Arklay Laboratory beneath a custom-built palatial estate known as the Spencer Mansion. They also created an Umbrella training facility for employees and began to fund and urbanize a nearby small town known as Raccoon City, which was called a city despite being a small town.

For some reason.

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As the decades went on, both Umbrella’s operation and Raccoon City grew hand in hand. One of Umbrella’s co-founders alongside Spencer, James Marcus, eventually made a breakthrough at the Arklay Lab to create the most well-known virus in the series: the T-Virus.

WHAT IS THE T-VIRUS?

Like the Progenitor virus, the T-Virus’ highly mutagenic properties interacted with the DNA of living beings in a variety of different ways. Animals often grew massive and incredibly aggressive, resulting in B.O.W.s like their many giant spiders, which were uncontrollable, and the shark B.O.W. Neptune.

The most common result of T-Virus infection in humans, however, was the development of a sickness called Cannibal Disease. It caused sudden necrosis, rotting victims and their brains away rapidly and turning them into little more than shambling, groaning flesh eaters. This is the most common result and your typical zombie infection for the first few games, but even this isn’t the end, as many zombies can and do mutate again into creatures like the Crimson Heads or the iconic Lickers.

As they refined the T-Virus further, they began to use it in specific genetic engineering, combining its effects with cloning, cybernetics, and animal DNA splicing (typical mad science stuff, you get it). With each strain becoming more potent than the last, Umbrella managed to create its first truly intelligent B.O.W.s: the Tyrants, hulking mutants that could listen to commands and hunt down specific targets rather than just going gorilla mode on anything in their path. Later versions of the Tyrant included Mr. X, and the iconic Nemesis, who could actually use weapons instead of just beating you to death.

In the background however, Spencers’ ambitions distracted him and led to the creation of the series’ two most iconic villains: William Birkin, and Albert Wesker.

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Resident Evil Wesker Era Explained

WHO IS ALBERT WESKER?

Remember all that eugenics stuff I mentioned earlier? Well, one of Umbrella’s earliest attempts at making Spencer’s perfect superhumans was Project W, named after its lead, Dr. Wesker (first name unknown). He took orphaned and kidnapped children with the right genetic markers to be turned into Spencer’s ubermensch, and exposed them to a prototype virus derived from Progenitor. Not only did each of the children take the doctor’s last name as a “sign of respect” which is already crazy, but Dr. Wesker put genetically programmed daddy issues into the children that made them seek Spencer’s approval.

I don’t even know how that’s possible, but that is literally so insane I couldn’t help but mention it.

Albert Wesker, the main antagonist of the Resident Evil series and the villain we know and love, was one of these child test subjects. He and his adoptive sister, Alex, were the sole survivors of Project W, and as a result Wesker became one of if not the most valuable asset in Umbrella’s arsenal. Spencer even sent him to kill T-Virus creator James Marcus after he decided he wanted to become the only one in charge of Umbrella. Wesker was later placed in Raccoon City Police Department as a mole for the S.T.A.R.S. program, the Special Tactics and Rescue Service. His primary purpose here was to cover up any loose ends that might implicate Umbrella in bioterrorism, but it eventually became an escape route for him when he began to pull away from the company.

WHO IS WILLIAM BIRKIN?

Wesker’s formal education at the hands of Umbrella was alongside another young prodigy, William Birkin. While Birkin didn’t possess any of Wesker’s enhanced physique, he would go on to discover and experiment on the G-Virus, another child virus of Progenitor. Unlike T-Virus, G-Virus didn’t destroy the flesh; rather, it transformed cells into virus factories, with a side effect being a rapid rate of regeneration. While this meant it could hypothetically heal all wounds and bring people back from the dead, it mainly caused the victim to transform and grow, usually into a giant amalgam of eyeballs, flesh, and bone spikes.

Wesker and Birkin would become instrumental in the Mansion Incident and the Raccoon City Outbreak that would cause the downfall of the Umbrella Corporation.

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OKAY, STOP. THIS IS TOO MANY VIRUSES TO KEEP TRACK OF.

Trust me, this is all important. All you need to know is:

  1. Oswell Spencer found the Progenitor Virus.
  2. James Marcus used the Progenitor virus to make the T-Virus (which makes zombies, giant animals, and Tyrants).
  3. William Birkin used the Progenitor virus to make the G-Virus (the one that makes tumor-looking G-Mutants).

Simple right?

WHAT WAS THE MANSION INCIDENT?

So, back to the Arklay Mountains where all this is happening. Birkin, frustrated with Umbrella’s restrictions on his G-Virus research and dwindling funds, decides to jump ship and flee with his experiments, planning to sell them to the U.S. Government. Wesker decides to jump ship and sell the Tyrant project data to Umbrella’s unnamed rival company. Great minds think alike!

Oh, and a shapeshifting leech came back disguised as the dead James Marcus.

…WAIT, WHAT?

Yeah, so when Wesker killed Marcus and dumped his body in the Arklay Mountains, a T-Virus-infected leech Marcus was working on coincidentally ate Marcus’ brain. Because a victim’s mind affects the mutations caused by the T-Virus, the leech mutated into a supersmart shapeshifting copy of Marcus that thought it was the original James Marcus reborn.

Dubbed Queen Leech, it decided it was going to get revenge on Umbrella, and released T-Virus throughout the Umbrella training facility and lab with its colony of super-leeches, zombifying most of the staff present. This eventually spread out into the surrounding wilderness and the Spencer Mansion itself, letting loose zombies into the boondocks of the Arklay mountains.

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This is when the entire plot of Resident Evil 0 happens. S.T.A.R.S. Bravo Team is sent to investigate the zombie attacks in the Arklay Mountains, but has their helicopter intentionally sabotaged by mole Albert Wesker.

He did this because

1. He is incredibly messy, and

2. He decided to put combatants against the B.O.W.s in the Spencer Mansion and Arklay Lab to sell the combat data he got from it to Umbrella’s competitor and his soon-to-be employer.

Queen Leech is killed by recurring series protagonist Rebecca Chambers, and Billy Coen, a character who was used once and promptly forgotten (still salty about that).

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Moving on to the events of Resident Evil, Wesker then lured in S.T.A.R.S. Alpha Team, a group of operatives consisting of Chris Redfield, Jill Valentine, Barry Burton, and Wesker himself (among others). Rebecca reunites with Alpha Team, Jill Valentine almost becomes a Jill sandwich, and most importantly, Wesker releases a Tyrant to kill Alpha Team. He lets the monster impale him to fake his death and allow him to escape Umbrella surveillance.

The surviving members of Alpha Team kill Wesker’s Tyrant and blow up the mansion, and Wesker is presumed dead by all parties.

WHAT CAUSED THE RACCOON CITY OUTBREAK?

You would think because Queen Leech’s attack and the Mansion Incident were so close to Raccoon City physically, that was the primary cause. And it did exacerbate the problem, but really, the outbreak had another major point of infection: William Birkin.

So, two months after all that stuff happens with Wesker, Queen Leech, and Alpha Team, Birkin tries to escape with his G-Virus samples through Raccoon City. But because of Umbrella’s top-notch intelligence team, they already know about all the existing G-Virus samples Birkin hid, including the one he hid inside of the prized pendant of his young daughter Sherry Birkin. So of course, they send…

A billion-dollar Tyrant B.O.W. after the little girl, and…

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Some normal humans with guns go after Birkin, of course, which makes total sense.

A recently revived Wesker tried to rescue Birkin and the virus samples before Umbrella got to him, and he even got his iconic black outfit to do it in (boots the lab down), but he didn’t make it in time. Umbrella Security engaged Birkin and mortally wounded him, but he managed to inject himself with G-Virus and became a nigh-indestructible monster as a result. And so, the main antagonist of Resident Evil 2 is born.

He also did one more thing by accident. When he began to rabidly break and drink G-Virus samples after his transformation, he also broke and scattered T-Virus samples all over the place. These samples were ingested by nearby rats, who then spread the virus to the civilian population at a rapid rate. With this goof, the zombie apocalypse begins to take hold in Raccoon City, and the plot of Resident Evil 2 and Resident Evil 3: Nemesis happens as Umbrella tries to kill anybody who knows the secrets of their company.

Seeing how dire the contagion is, the U.S. Government decides to wipe the city, Birkin, and most of the Umbrella personnel off the map with a missile, one of the few plot points that the movies actually managed to get right. Unlike the movies however, Umbrella dissolved as a company a short while after due to the massive losses incurred by the destruction of Raccoon City.

Resident Evil Wesker Volcano Era Explained

HOW DOES WESKER DIE IN THE RESIDENT EVIL GAMES?

Wesker soon became a mercenary who was well known for retrieving B.O.W. agents. A Resident Evil: The Mercenary, if you will!

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That was funny if you played the games.

Anyways, Wesker was of course not satisfied because of those genetically programmed daddy issues he was given by Project W. He eventually hunted down Oswell Spencer to figure out what his employer’s goals were (as shown in Resident Evil 5). Discovering Spencer’s dream of forcing humanity to transcend through Progenitor, Wesker killed the elderly Spencer, deciding only he could be trusted to carry out the plan to fix humanity.

And he could only do that with…

ONE!

MORE!

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VIRUS!

Wesker used Progenitor to create the Uroboros virus, a final “perfect” virus that when launched into the upper atmosphere, would have distributed across the Earth and turned all the people on it with genetics similar to Wesker into superhumans…and like, the other six billion people into evil worm creatures.

Of course, this plan failed miserably because everyone’s favorite boulder-punching S.T.A.R.S. agent, Chris Redfield, intercepted Wesker on behalf of the Bioterrorism Security Assessment Alliance. After a prolonged battle, Redfield and his partner Sheva (baddie of the century) shot him into a volcano with a rocket launcher, a tradition of the franchise. Wesker, Uroboros, and Spencer’s dream of a utopia all died here.

It’s sad to think of all the looks he served, all the catty beefs he had, all the swagger he squandered. And in the end, he just fell into a volcano. If I had to mourn him, I could only turn to the iconic words of Chris Redfield: Wesker, you’re pitiful.

***   

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Of course, this wasn’t the end of the Resident Evil series, but to dive into the other games would require a whole article of its own. Hopefully, this can serve as a decent guide in making roughly the first half of the franchise a little easier to understand.

And that will be it for today’s Horror 101 lesson! See you in the next class ,and stay tuned to Horror Press’s social media feeds for more content on horror movies, television, and everything in between!

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