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[REVIEW]’Until Dawn’ PS5: Remodeling a Classic

With a hot young cast and a plot that samples cinema’s best, it’s no surprise that gamers took kindly to it, which transcended anything seen before in the medium. In very I Know What You Did Last Summer fashion, an annual night of partying at a chic mountain lodge between a close-knit group of friends quickly turns fatal. One year later, a surprising request asks the group to take the cable car back up the snowy mountain and reunite to remember their fallen besties and keep tradition alive. Before long, all manner of chills and thrills creep out of the shadows as you call the shots and navigate these friends through one long night full of genre mashups and gory demise. To say anything else would spoil the fun, but between the fully realized characters and numerous plot twists, your direct control over their fates will leave you investing more than the average trip to the theater.

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If you’re anything like me, you’ve spent quality time daydreaming about what kind of horror movie you’d make if given the opportunity. You’ve got the location locked down, the killer on the call sheet, and have choreographed the perfect chase scene around your house. And while it might not be possible to conjure up a Hollywood production out of thin air, you can experience the next best thing in interactive horror by pressing play on the PS5 remake of Supermassive Games’ smash hit Until Dawn. I hope you do well under pressure because it’s time to put your director cap on and call “action” on one fateful night atop Blackwood Mountain, where a cast of potential victims is waiting for your dexterous fingers and on-the-fly choices to determine whether they’ll live to see the sunrise.

A Supermassive Success

Founded in 2008 by Pete Samuels, Supermassive Games started small, making second-party games for Sony, such as DLC for their LittleBigPlanet franchise. A few years later, they began developing Until Dawn for the PS3, which would have been played from a first-person POV utilizing the now-defunct Playstation Move controller. Thankfully, it was switched into development on the more powerful PS4 using a third-person perspective. With a plot influenced by popular horror films and other interactive videogame dramas such as the PS3 mystery Heavy Rain – itself inspired by films like Se7en – Supermassive cast a strong group of actors for motion capture and voice-acting that included Hayden Panettiere, Peter Stormare, and a then primarily unknown Rami Malek. It was a heavy swing, and the gamble paid off, as the Sony exclusive was a surprise success for the studio upon its release in August 2015.

With a hot young cast and a plot that samples cinema’s best, it’s no surprise that gamers took kindly to it, which transcended anything seen before in the medium. In very I Know What You Did Last Summer fashion, an annual night of partying at a chic mountain lodge between a close-knit group of friends quickly turns fatal. One year later, a surprising request asks the group to take the cable car back up the snowy mountain and reunite to remember their fallen besties and keep tradition alive. Before long, all manner of chills and thrills creep out of the shadows as you call the shots and navigate these friends through one long night full of genre mashups and gory demise. To say anything else would spoil the fun, but between the fully realized characters and numerous plot twists, your direct control over their fates will leave you investing more than the average trip to the theater.

The Butterfly Effect

No, there isn’t about to be an Ashton Kutcher crossover. Rather, the butterfly effect is the name of the unique gameplay mechanic that further allows Until Dawn to stand out from the pack of bloodthirsty wolves. The chaos theory concept posits that even small actions, like a butterfly flapping its wings in one part of the world, can cause a profound and unpredictable chain of events elsewhere. The developers ingeniously code this idea into the digital realm, allowing seemingly insignificant or apparent player decisions to shape the plot and directly influence if and when your faves will meet an untimely end.

You take direct control of each character throughout different points of the game’s ten chapters, moving them through the lodge and what lies beyond as you search for clues about the terrors unfolding on the mountain. As you explore, you’ll confront an abundance of choices that splinter the narrative, ranging from dialogue options and character interactions, split-second decisions on which path or action to take, your reaction speed on the controller during quick time events (QTE), the use of specific items, and even opting not to act in certain circumstances. You will definitely be sweating the small stuff when the cutesy butterfly notification informs you that you’ve caused a ripple effect in the plot. Did I just indirectly kill some eye candy or the resident mean girl because I missed that button prompt or decided to leave the baseball bat in the cellar? Stay tuned! Luckily, for the curious and completionists alike, a menu screen allows you to browse the game’s 22 major butterfly event categories at any time, and you can view a list of every individual decision that affected each category within it. These ever-weaving threads of fate are enough to warrant multiple playthroughs to see how it might turn out differently.

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Work It Out in the Remix

If you couldn’t tell, Until Dawn is a trip, but it’s one that began almost 10 years ago. Technology has gotten a facelift since 2015, and considering the game’s gaggery relies heavily on engrossing the player in its motion-captured world, it was time for some much-needed Facetune. In line with recent videogame remakes from the previous console generation, this one isn’t a retelling so much as a remodeling of a foundation that needn’t be tampered with. Unlike movie remakes that have the Internet in an uproar after changing entire characters or plotlines, every blood-battered story beat has remained in the 2024 version. Instead, the game earns its remake status because it was recreated from the ground up using Unreal 5 Engine, complete with cutting-edge photorealistic textures and VFX, reworked character models and animations, cinematic color correction, and ray tracing. Mr. Malek’s mouth no longer resembles the aliens of Mars Attacks! and the convincing gore will make those accidental deaths hit your heart even harder. I wish they had included a sprint button for when you want to get from point A to B a little faster during the walkable low-stakes moments, but that’s a minor gripe I can overlook.

In addition to sparkly new graphics, the remake includes:

● An extended cold open and slightly larger explorable environments

● A reworked opening credits sequence featuring the song “Out of the Shadows” by Mae Stephens

● An original musical score composed by Mark Korven of The Lighthouse and The Witch fame

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● The original game’s DLC seamlessly shuffled into the story

● Rearranged collectibles called totems which allow the player seer-like glimpses into future events

● Performance Mode at 60 frames per second

● Total control over the game’s camera instead of the original’s outdated static camera angles

● A brand new post-credits scene that was filmed especially for the remake

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Are You In?

As a horror fan, I don’t see how you’re not convinced to give a night with Until Dawn a go. It’s got everything we love about cuddling up with a late-night slasher wrapped up into one pretty gruesome package you have direct control over. The jumpscares come in droves, and if, like me, you’re always hungry for that next iconic chase scene, you’ll have to survive multiple epic sequences that’ll make your butthole clench tighter than Jason Voorhees’ fists on Mother’s Day. Watching the purposefully archetypal characters break down or buck up as they suffer at both the hands of the mountain and your skill level is also a thrill. One person in particular transitioned from someone I’d perhaps intentionally kill off to searching up gifs and memes of them online – I guess I have no choice but to stan.

Now, this isn’t a gaming site, so there’s a chance you don’t have a PS5, and understandably, the cost of entry may be too high for some. If that’s the case, I’d suggest finding your nearest and dearest with a console and convincing them to have a “movie night” for the ages. Playing as a group only adds to the excitement, and if you’ve gone through the original in the past, this might be a way to breathe some new life into your experience. Who doesn’t love being a Reaction Whore™? I’d only recommend holding off on the game if you recently played the OG, perhaps waiting until the story is less fresh in your mind and the game’s at a discount.

Franchise Potential

In case you’re unaware, an Until Dawn movie has not only been announced but has completed filming, with a release date of April 25th, 2025. Plot details are still under wraps, but Peter Stormare is reprising his role as the mysterious Dr. Hill, along with a new cast of kiddos, including Odessa A’zion (Hellraiser 2022) and Michael Cimino (Love, Victor). Director David F. Sandberg (Annabelle: Creation) has said they are not simply remaking the game’s story for the silver screen, which is a relief – who wants to watch a feature-length cutscene you’ve already experienced first-hand? Rumors have been swirling online, however, and one standout implies they may be going for a death-defying time loop scenario in the same vein as Happy Death Day. If you think about it, this could be legitimate because how else would they recreate the game’s butterfly effect mechanic as a linear narrative? And if you want to go further down the rabbit hole, don’t forget about the new post-credits scene I mentioned earlier. Perhaps the movie is a sequel to the game, set ten years later with some surprise returnees? Only time will tell, but this sounds juicy and unprecedented, and if you’ve been paying attention, that’s what Until Dawn is all about.

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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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