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Christmas Eve: What a Perfect New ‘Parasite Eve’ Game Could Look Like

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Spontaneous human combustion isn’t synonymous with yuletide cheer quite like hanging stockings or drinking eggnog are, despite Parasite Eve suggesting otherwise. Sure, the tale of a New York City cop chasing after a malevolent swarm of mitochondria may not be the most recognizable Christmas story, but hey, if Die Hard counts then so does this. Square-Enix took their experience with RPGs to create a unique spin on the survival horror formula, rather than make yet another Resident Evil clone. Though if the series were to return (and there’s some hope), there’s plenty of ways to improve it without sacrificing the core tenets that made the original special. A grounded setting, tactical combat, and emphasis on body horror make up the powerhouse of the cell that is Parasite Eve.

Dilapidated ghost towns and spooky mansions were the go-to settings in survival horror’s early days, but Parasite Eve opted for the very real New York City. Opening on a stage play at Carnegie Hall during Christmas Eve where our protagonist, police officer Aya Brea, bears witness to a songstress’ ballad that causes the audience to erupt in flame. The perversion of the familiar is what the game goes for, and that tone should return for a new installment. Having a chat with your fellow officers at the N.Y.P.D. or spending time with friendly police dogs grants reprieve, and accentuate horrific moments when those safe havens become a hell on earth.

Environments are at the will of Parasite Eve’s antagonist, Mitochondria Eve (just ‘Eve’ for short), spreading chaos through New York as she goes. Central Park might be where people walk their dogs or build a snowman with their kids, but once Eve comes through, all that’ll be left is charred bodies and malformed beasts. A new Parasite Eve doesn’t need to specifically return to New York, but it should maintain a juxtaposition between the safe and recognizable, and the mitochondria’s ability to burn it to a cinder. Parasite Eve 2 opened on Los Angeles but immediately ditched the city for, you guessed it: a dilapidated ghost town. So, just saying, the City of Angels is still open to the potential of a mitochondria uprising.

While the original game let players visit New York landmarks like the Statue of Liberty; there wasn’t much in the way of actual exploration. Waiving off the beaten path wasn’t encouraged outside finding hidden items or the endurance test that was the Chrysler Building climb. Parasite Eve should’ve taken advantage of the fact that it was set in a major metropolitan area, and a new installment could easily remedy this. Don’t turn it into an open world or anything like that, rather think how the Yakuza or Persona games flesh their worlds out with districts. They’re dense with various activities, side quests, and NPCs to interact with. Districts would add some personality to the city and up the immersion since a police officer should, you know, actually spend time on duty patrolling the streets. Getting more acquainted with citizens only to have them later wiped out by the mitochondria could add to the emotional weight of the story too.

Combat, on the other hand, makes full use of Aya’s capabilities as a police officer. Battles are fast, proximity dependant, and rely on being mindful of all chess pieces on the board. The closer Aya is to her target, the more damage her guns will do, and the inverse is true for enemies. Trudging up to an enemy will yield high damage in your favor, but it’s tougher to avoid melee and projectile attacks. Parasite Eve’s combat system is more akin to strategy RPGs than it is Final Fantasy. Sure, it’s still turn-based, but Aya is free to move about the battlefield with the only restriction being the parasite energy meter that replenishes after an attack or special ability is spent. There’s a good base here but given how it leans into tactics, a slight subgenre shift might spice things up in all the right ways.

Veering Parasite Eve straight into the strategy RPG lane could improve the established mechanics while amplifying the tension immensely. Imagine if Aya were to lead a SWAT team into battle and worry about their safety in addition to her own. Add in permadeath to the mix, and there’s a gravitas to every action that wasn’t there before. In the strategy RPG Valkyria Chronicles, for example, soldiers that fall in battle potentially die permanently if not resuscitated in time. Make a small tactical error, and the rookie on your team could be down the gullet of one Eve’s minions. It’s a perfect addition to a horror game all about disempowering players with an anxious roll of the dice.

Parasite Eve remains one of the few examples of the body horror making its way into a video game. Cerebrospinal fluid inexplicably gushing from eye sockets and muscle sinew being torn as a rat’s skeleton grows beyond the confines of its body are some of the tamer visuals seen in just the opening hours. Eve likes to manipulate the mitochondria in living cells to make their host either spontaneously combust or twist into an unrecognizable shape. It’s excess, no doubt, but it’s thematically appropriate in a story about microbiology and the emancipation of the organisms that literally power the cells in our bodies.

If there’s one thing from of the original that needs a new coat of paint more than any other, it’s the body horror aspect. This might not be fair, but like most early polygonal games, time has not been kind to Parasite Eve’s graphics. Mutilating the human body isn’t all that psychologically disturbing when the vehicle for the visuals is the original PlayStation. There’s no denying the artistry on display when a skull splits in half revealing a row of misaligned teeth though. It still elicits revulsion in the intended way but only slightly, so the potential is there, it just needs modern technology to bring the vision to life. Parasite Eve’s sequels didn’t attempt to replicate that grotesque nature which is a shame considering it was a defining trait of the original. Basically, the world is in dire need of bodily orifices vomiting up internal organs rendered in Unreal Engine 4, just grant our sick minds this one thing, Square-Enix.

The holidays tend to be inadvertently melancholic, and for a small subset of horror fans, it’s because this time of year is a reminder that Parasite Eve’s time has come and gone. It especially stings this year, considering the original came out within weeks of Resident Evil 2 and that has a remake looming on the horizon while Parasite Eve hasn’t had a new installment in nearly a decade. With such a plethora of fresh ideas it brought to survival horror that makes it stand out even now, there’s no reason it needs to remain bygone. Hopefully, one day Square-Enix will take some cues from the mitochondria, and spark new life back into Parasite Eve.

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Editorials

André Øvredal’s ‘Troll Hunter’ Remains One of the Best Found Footage Movies

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André Øvredal's Troll Hunter

In this day and age, the wordtrollis often used to describe various online nuisances. Yet as abundant and irksome as the modern troll can be, they aren’t usually as fearsome as their mythological counterparts. I’m not talking about the small and gentler versions that have become more common to see in media. No, there are much bigger and scarier trolls out there—and André Øvredal’s movie Troll Hunter is one of the best places to find them.

It doesn’t take long for Troll Hunter (or Trolljegeren) to dump the Blair Witch Project-esque setup and aim for something a lot fresher. The trajectory of the story is augmented by Otto Jespersen’s character Hans, the titular Troll Hunter. The second he comes barreling out of the deep, dark woods and shoutstrollat the camera, this movie takes a turn into what feels like uncharted territory. Not only subject-wise, but also conceptually.

For fantastical and made-up subject matter in cinema, found footage is a fast way to add a guise of believability. After all, what we accept to be the most crucial aspect of documentaries—the truth—rubs off on pseudo-documentaries, despite our understanding of the pretense involved. That is what Øvredal delivered with Troll Hunter: a movie so convincing that some viewers wondered if trolls really do exist. So, had this been straightforwardly made, it likely wouldn’t have been as effective. Conventional narratives would be more inclined to treat something like trolls as flat out unreal, and never try to convince the audience to think otherwise.

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Hans petrifies the three-headed Tusseladd troll.

The viewers, like the characters trailing Hans, are quickly thrown into the deeper end of that extraordinary story. They have to process all this new information while staying on the go. So, although there is no significant amount of meandering, narratively or physically, there is still a good amount of atmosphere, not to mention tension building. It’s never anything frightful, but then again, Troll Hunter isn’t your standard offering of horror; it’s more on the low end of the dark fantasy spectrum. We aren’t ever spirited away to a faraway world—we stay in rather familiar surroundings, as well as dip into those less so. The outcome is a movie where you’re constantly more in awe than in terror.

As fantasy fiction might do, Troll Hunter prefers not to deal with incredulity. There is no time to waste on doubt, as interviewer Thomas (Glenn Erland Tosterud), soundperson Johanna (Johanna Mørck), and cameraman Kalle (Tomas Alf Larsen) all follow Hans around, recording whatever this character is willing to reveal about his bizarre job. Of course, the Troll Hunter himself is not an open book; in that respect, the diegetic documentary fails to fully capture and unpack the more interesting of its two subjects. Yes, all those giant, monstrous trolls are indeed incredible, but understandably, your mind wanders to their pursuer. What kind of person signs up for this gig and then chooses to stick with it for so long?

Reviews have called out Troll Hunter for its lack of character development. In regard to Thomas and his fellow documentarians, that criticism is valid, but bear in mind, they aren’t the focus of the story, either. Meanwhile, Hans is a well-crafted character. At least better than first realized. Before he was introduced, Hans had already grown tired of the troll grind. Fed up with that low compensation for his services, resentful of the bureaucracy, and wanting to expose his employer on a large scale, Hans’ discontent is glaring.

Then there are those finer details about the Troll Hunter, such as that indifference to both the natural splendor of his everyday surroundings and the affections of an obviously smitten colleague, that also suggest some level of despondency. So it is fair to say this movie doesn’t feature any sizable growth for its characters; however, the namesake isn’t underwritten. No doubt, putting a real-life character like Otto Jespersen in that role is partly why Hans is so fascinating—maybe even relatable.

Troll Hunter

Otto Jespersen as Hans the Troll Hunter.

There is always a small risk whenever using the termmockumentaryto describe a found-footage movie, as the word could imply humor where there is none. In the case of Troll Hunter, the term’s usage is appropriate. Some folks have claimed the English-dubbed version has the more comedic tone, however, the Norwegian cut isn’t exactly humorless. Apart from the trolls’ absurd appearances, this is a movie where the characters nearly choke on the monsters’ farts, and Christians are like walking targets. Hans’ complete apathy towards everything is another cause of laughter. Overall, the comedy is intentionally dry and inconsistent. Unfunny, though? Absolutely not.

In a movie where endemic creatures are maltreated, as well as disavowed from living freely and peacefully, it’s hard not to notice the ecological message buried beneath the story. In addition to that is the unmistakable political satire. There is this whole business about intrusive and unsightly power lines—like trolls, they’re big blemishes on the land—that leads to what is perhaps the movie’s funniest moment. The scene in question is that one where certain electric lines, the ones secretly being used to keep the trolls at bay, go in a loop and don’t actually send power to any residents. Yet the monitors of said lines don’t find this at all weird. So it stands to reason that Øvredal was having a go at those who accept the government’s doings without question.

Looking past the fact that trolls aren’t actually real, this movie is an enlightening source of information. And not just for international audiences; Norwegians, too, get schooled about their homeland’s own mythology. It’s also evident from everything on screen that Øvredal and his crew were enthusiastic about the topic. The creature designs are the most indicative of that zeal; those imaginative yet myth-accurate manifestations are equally amusing and grotesque. One second you’re laughing at their phallic noses, the next you’re white-knuckling during a hairy sequence. Most surprisingly is how well the trolls’ visual effects hold up after fifteen years. It’s not all spotless, but on the whole, they remain impressive.

Vouching for a mockumentary about trolls isn’t easy, but those who do come around and give it a shot will more than likely be grateful for the recommendation. For Troll Hunter is a real find in that vast and varied genre we callfound footage.

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A bridge troll reaches up for food and finds Hans decked out in armor.

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