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[Editorial] It’s Time For Capcom to Bring Back ‘Dino Crisis’

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Public Service Announcement: Dinosaurs are badass! They’re big, they’re toothy and they come equipped with all manner of fascinating adaptations, making each of them feel idiosyncratic and unique. For instance, did you know that the Parasaurolophus had a weird crest on its head that served as an inbuilt resonating chamber? More than just ornamentation, this evolutionary tool enabled the funky-looking herbivore to amplify its warning call and alert the herd to potential threats.

I mean come on, how awesome is that!? It’s no wonder that our culture has such an enduring obsession with these animals when they’re all so visually interesting and have these unique behavioral traits. Dinosaurs are just way cooler than anything we could dream up, hence why they keep popping up everywhere in our media landscape.

Secondary PSA: Resident Evil is also badass! Although it’s not quite the earliest progenitor of survival horror (depending on who you ask, that distinction belongs to either Sweet Home, Clocktower, or Alone in the Dark), it’s generally accepted to be the one that got the ball rolling and established many of the genre’s long-standing conventions. Put bluntly, it’s a masterclass in everything from level-design, to puzzles, atmosphere and – the most crucial ingredient of all- scares.

So to reiterate, Resident Evil is more-or-less the pinnacle of human achievement and Dinosaurs are pretty neat as well. Pairing them together is, therefore, a no-brainer and the result of such a union would is guaranteed to be something special. Indeed, if we were in the Victorian Gentry, we would call them an ‘Advantageous Match’’ and get them hitched before one of them died of cholera or something.

They simply fit together. I mean just picture it: the undisputed apex of horror gaming being given a Michael Crichton paint job. The design document practically writes itself! How has no one jumped on this already?

Well, actually they have. You see, way back in 1999, the industrious folks over at Capcom recognized the potential of this concept and produced the criminally overlooked Dino Crisis. Granted, it was a basically a shameless reskin of Resident Evil, featuring near-identical mechanics and story beats (Same hapless special forces team, same fixed camera-angles, same scavenger hunt gameplay loop, same window-based jump scares). However, the salient point is that it had a fucking T-Rex in it and that goes a long way in my book.

Moreover, it was an effective little horror title in its own right, suggesting that the franchise would eventually grow out of its forbear’s shadow, a promising quality that was retained for its sequel approximately one year later. Indeed, Dino Crisis 2 was a thoroughly decent stab at building upon the first game’s momentum and signaled a bright future ahead for the burgeoning series.

Unfortunately, everything then came crashing down with the spectacularly misjudged third offering. Falling flat on its face by trying to reinvent the wheel, this franchise-killing catastrophe was crippled by an ill-fitting space theme, fiddly platforming sections, irritating navigation and an unwieldy camera that was intent on sabotaging the player at every turn. The end result was so bad that it ultimately relegated the series to a state of dormancy from which it has yet to recover.

Now for the record, Dino Crisis 3 is fully deserving of its bad reputation and you could even argue that it warranted a lengthy timeout for the franchise. But it’s been over 15 years since and Capcom has still not been given a chance to redeem the brand. Therefore, a comeback is long overdue.

On that note, the climate is ideal for a revival, as we’re currently in the midst of a veritable horror boom, courtesy of indie breakouts like Outlast, FNAF and Slender. Hell, even the AAA sphere is starting to take notice. Meanwhile, Dinosaurs are all the rage in pop culture right now, what with the Jurassic World films proving to be incredibly lucrative at the box-office and Ark: Survival Evolved demonstrating that the creatures have a strong appeal on the virtual front. Not to mention that PSOne nostalgia is in full effect, so why not strike while the iron is hot?

If you want concrete proof that this is the opportune moment, then look no further than Resident Evil, which recently staged a fierce comeback of its own, with the fantastically old-school RE:7. In fact, while we’re on the subject, that game could function as a useful template for a new Dino Crisis. After all, it beautifully showcases the benefits of taking a horror series back to its roots and reemphasizing the sense of powerlessness that made it so successful in the first place.

You could even go down a similar path by updating Dino Crisis to be a first-person stealth horror, ala Outlast. Think about it, there aren’t many dinosaur games out there at the moment and the ones that do exist are invariably combat-oriented. Stripping you of your capacity to fight back (or at least reducing it) would, therefore, be a fresh take on the material, leading to something that’s along the lines of Alien: Isolation, but with the Xenomorph swapped out for Velociraptor!

There are so many tantalizing scenarios that you could devise from this premise like you could emulate the nerve-wracking kitchen scene from Jurassic Park. Or you could capitalize on the (scientifically disputed) idea that a T-Rex’s vision is movement-based, and formulate some clever stealth sections around that concept. Whatever comes to mind, the possibilities are endless. Doing this would also inject some life back into the increasingly stale ‘’hide-and-seek’’ sub-genre, by giving us something new to hide from, instead of just more Slenderman clones and P.T Knock-offs.

Of course, you wouldn’t have to resort to such a radical change if you didn’t want to. In fact, you wouldn’t necessarily have to alter anything, as Dino Crisis has aged surprisingly well, with many of its ideas feeling curiously modern and ahead of the curve. For example, it already has a Last of Us crafting system, interlocking level-design that recalls Dark Souls, and an ingenious mechanic that has you activate laser grids in order to barricade yourself away from enemies (much like you would in Amnesia).

Come to think of it, you could probably get away with a straightforward remastering and it would still be a worthwhile endeavor. Perhaps that would be the best way forward, as it would allow Capcom to test the waters and see if there’s a real appetite out there for more of this series. I for one certainly hope that there is because this is one franchise that did not deserve to go extinct so prematurely.

Opinionated, Verbose and Generally Pedantic. Loves Horror in all of its forms.

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Editorials

Why Mainstream Horror Should Lighten Up

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“Elevated Horror.” Of all the combinations in the English language, that one is the most insufferable. 

It represents almost a decade of scary movies that, for the most part, took themselves too seriously. Horror responds to the moment, so its “why so serious” lean makes sense as we scuttle through the “worst of times” equation of Charles Dickens’ famous opening lines. But there’s still an opening and a need for a lighter approach; one that not only has fun with its audience but takes the piss out of a genre that is seemingly letting its newfound “respectability” go to its head. 

Wes Craven believed devotees see horror films to let out their fears one primal scream at a time. At their core, these movies are roller coasters; they bring us as close to the edge as possible before pulling us back into a safety net of reality. The need for a bigger and badder coaster increases during times when the size of that net decreases.

There’s a thrill that comes from imagining being in a foot race with a madman, or outthinking the hordes of zombies on the other side of the door, plus the scavenger humans coming behind them. There’s even a rush that comes from imagining how one might deal with possession to see good triumph over evil in the end. It’s all about building tension and releasing it through catharsis. That cathartic release usually sounds like screams followed by laughter, which signals relief. Genre heavy hitters over the past 10 years offered very little of that respite when the credits rolled. Films like Hereditary, The Witch, Talk to Me, and even Smile (pick one) keep that tension going after the screen fades to black.

Hereditary

As the genre became obsessed with creating trauma metaphors, that lack of release made sense. Anyone with even a small sample size of traumatic experiences knows those emotions don’t magically resolve themselves in an allotted run time. But how much trauma can one take? Especially when there’s a mess going on outside that few of us can escape from. Movies offer that off-ramp, no matter how short. 

Everything can’t be, nor should it be, “elevated.” Audiences need thoughtful explorations of life’s ills via monsters as much as they need murdering masked maniacs with kitchen knives. And no, it doesn’t have to go any deeper than that. Sometimes, a knife is just a knife, and it’s still worth our time and respect. As weird as it sounds, that simplicity is comforting not in spite of the trauma but because of it. 

The worst of times should manifest more than just anguish. People need to laugh just as much as they need to think seriously about this moment in time. Even the Scream franchise forgot the meta rock upon which it built its church when the latest foray sacrificed the subtle comedy for serious drama. Scary Movie returned at the perfect moment. It provides the necessary laughs, but it’s not a cure-all.

This isn’t a call for Scary Movie imitators but a return to a mainstream landscape where Killer Klowns from Outer Space sat with The Serpent and the Rainbow, nestled neatly with the latest Nightmare on Elm Street, which took nothing away from The Vanishing.

They Live

Even They Live, John Carpenter’s horror sci-fi satire sandwich, kept its tongue firmly in cheek while discussing serious ideas still relevant in 2026. Yes, a film about aliens taking over the world through subliminal messaging only visible through coded sunglasses is, in fact, a tad silly. Carpenter understood that mainstream horror can’t become so self-important that it never looks itself in the mirror and laughs at that inherent silliness. 

The thing is, horror historically excels at poking fun at itself. Most of the Scream franchise, The Cabin in the Woods, or The Blackening show adoration without kowtowing. They recognize tropes and trappings but invert them for an audience already in on the joke, but one that also finds solace in said conventions. This keeps the genre on its toes; once something gets parodied, it’s usually time to evolve. That breeds new ideas and fresh filmmakers, which not only strengthen the genre’s collective voice but also amplify it.

Get Out, as “elevated” as some critics want us to believe it is, is a cathartic, populist scary movie that spoke to an untapped audience rather than speaking down to them. Backrooms is one of the biggest horror hits in years, partially because it’s fine-tuned for modern-day teenagers instead of their parents. Movies like these tell everyone the genre is open for business; open for innovation and, yeah, open for new ways in which people can lovingly poke fun at with a wink and a nudge. 

Horror needs dread as much as it needs laughter.

Catharsis is just as important as tension, and pulpy populism has the same merit as more high-brow material. Respectability shouldn’t come at the expense of an experience akin to walking through a haunted house. At a time when joy seems in short supply, horror should look to its past to map out its future, and make things just a tad brighter for audiences.

Backrooms

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