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The Hit and Miss Saga of the ‘Resident Evil’ Light Gun Shooter Spinoffs [Resident Evil at 25]

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Is a gaming franchise truly a franchise if it doesn’t feature spinoffs? A quick glance in the rearview mirror of gaming history is enough to show you that successful games are likely to spawn offshoots, spinoffs, and other oddities. They can benefit the source material by enriching the lore, or by introducing new mechanics that may find their way into the main series. Or they could just be grossly misguided attempts to jump onto a bandwagon (yes, I’m talking to you Umbrella Corps).

With Resident Evil, Capcom has spent a lot of time in spinoff territory over the last 25 years. While there have certainly been some bright spots, it’s also produced what are arguably the worst games in the franchise’s history. Lessons have been learned, unlearned, and learned again over the years, which has led to some…interesting departures from the norm.

It did at least take a few years for the spinoff train to start chugging along properly. There’s obviously debate about the whole Code: Veronica/Resident Evil 3 shenanigans which led to the sort-of-spinoff getting labeled as a numbered sequel and the true continuation of the series seen as the Resi runt of the litter for the rest of time, but it was four years into the life of the series when the first real departure arrived in the form of a light gun game for the original PlayStation.

Resident Evil Survivor (2000)

Resident Evil Survivor was, and still is, an unpleasant game, Resident Evil or not. A slow-paced light gun game was never going to connect to the extent Capcom probably hoped for, and the fact it had fiddly, limited controls even by Resident Evil game standards, didn’t do it any favors either.

Amusingly (unless you had to play it) the US version didn’t even support the light gun it was meant to be played with, making a bad game utterly excruciating. It did at least expand on the story of the previous games, with a post-Racoon City bombing tale outside the now-atomized city. It wasn’t a particularly good story though. 

Needless to say, Capcom had to try a few things out before anything actually stuck in the future, and that meant more Gun Survivor games.

Resident Evil Survivor 2 -Code: Veronica (2001)

They at least got better at making them. 2001 sequel, and champion of bad naming conventions, Resident Evil Survivor 2 – Code: Veronica (a retelling of the events during the Code: Veronica story) had the power of an actual arcade version, the PlayStation 2, and a better light gun to help it escape the same misguided fate as its predecessor, but you’d still be hard-pressed to find too many people looking back at it with the kind of nostalgic warmth reserved for the mainline games up to that point. 

It did at least give us another shot of the Nemesis. That tentacle-shooting bondage fan and star of Resident Evil 3 returned due to some preposterously silly plot manipulation to hunt the player after a certain amount of time had elapsed.

After a brief flirtation with a Dino Crisis-flavored sequel (you remember Dino Crisis, right?) the final Gun Survivor title was 2003’s Dead Aim. This was arguably the best of the lot, and was one of the first of what would turn out to be several Resident Evil games to feature a ship full of undead (Resi’s default location selections are basically mansion, ruined city, boat, island, rural village, underground facility). It finally felt like the fusion of light gun game and survival horror was almost coming together.

For the first time, there was something genuinely different about the series beyond the light gun thing. The general character movement was from a more comfortable third-person perspective, whereas the shooting remained in first-person. The introduction of cocky new protagonist Steven Doo…Bruce McGivern also helped, as did the predictably daft ‘Under Siege, but with the T-Virus’ plot. This took the lore of Resident Evil to new places. Sure, these places were often as desirable to visit as the infested ocean liner Bruce finds himself on, but it was at least new. Plus it ends with a pretty cool underwater lab, which is definitely a bit better than a plain old underground lab.

As a game, it was pleasant enough; the mixture of light gun play and traditional Resi game worked a lot better this time around, and was no longer the weak point. It captured the gory melodrama of the early games, but, perhaps understandably, not so much the puzzlebox aspect of them. Unfortunately, the light gun game was steadily going out of fashion, and it seemed like that’s the last we’d see of this kind of Resi spinoff.

Then the Nintendo Wii happened, and suddenly there was a more accessible way of bringing the point and shoot style back. In 2007, Resident Evil: The Umbrella Chronicles succeeded where its Survivor cousins had not by stripping things back to a more traditional on-rails kind of light gun shooter (not to mention the far less cumbersome control scheme of the Wiimote controller). Oh, and it probably did it a few favors that it was an absolute nostalgia fest narrated by one of the franchise’s most iconic baddies, Albert Wesker.

Resident Evil: The Umbrella Chronicles (2007)

Not only did it give you the chance to revisit locales from Resident Evil 0, Resident Evil Remake, and Resident Evil 2, you could play as the likes of Wesker, Ada Wong, Billy Coen, Rebecca Chambers, and Carlos Oliviera too. 

The best part of The Umbrella Chronicles is the way it fills in the gaps between established events. You get to find out what Rebecca was doing between Resident Evil 0 and Resident Evil, Wesker’s rebirth after being left a bloody mess by the Tyrant at the end of the first game, as well as his clandestine actions before and during it.

The shooting was simple, but worked well, and was bolstered by the fresh perspective on well-known stories. It was, and still is, the best approach to a Resident Evil light gun game. Yes, it was far less of a challenge for Resi purists, but it still offered something for that audience, as well as the colossal casual audience the Wii had amassed.

Resident Evil: The Darkside Chronicles (2009)

It did well enough to earn a sequel. Two years later, The Darkside Chronicles arrived, bringing another retelling of classic Resi games. This time, it focused on the Leon and Claire side of things, with stories old and new from the likes of Resident Evil 2, Code: Veronica, and before Resident Evil 4.

Again, the most fascinating aspect was the new details between established stories. Leon and eventual nemesis Jack Krauser’s earlier relationship is explored, and it honestly adds something to that intense knife fight between the two in Resident Evil 4.

So after a rough start, the Resident Evil on-rails/lightgun offshoot genre bowed out on a relative high with this duo of Nintendo Wii titles. Beyond the PS3 ports of these titles a few years later, it remains the last we saw of this kind of Resi spinoff. Capcom has hung up its Guncon/Wiimote/Move controller for the last time. No more tickets for this gun show.

‘Goodbye, Guncon. We’ll always have Dead Aim…and Point Blank’

The Resident Evil franchise is filled with tales of misguided experimentation and redemption, both in narrative terms, and in development decisions. This particular experiment finally gained success in much the same way the mainline series was revitalized. By going back to basics.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Amityville Karen horror

Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

Amityville Karen movie

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