Editorials
When Horror Went Online in the Underrated ‘Resident Evil Outbreak’
I adore the Resident Evil franchise to death, but the series is so obsessed with its own convoluted mythology that piecing together a coherent backstory can be a challenging Survival-Horror puzzle in its own right. The 7th entry and the recent remakes were all fantastic games, but the best part of these experiences was not having to keep a franchise encyclopedia on hand at all times in order to understand what was going on (although the increased emphasis on horror and non-steroid-abusing protagonists was also a plus). So now that Capcom is on a roll again, I’d like discuss one of their most underappreciated projects and make a case for why this is the perfect time to bring it back. Of course, I’m referring to the underrated spin-off: Resident Evil Outbreak.
For those who never played it, Resident Evil Outbreak was an online cooperative multiplayer take on the RE Formula. Originally released in late 2003 for the PlayStation 2, this odd little side story revisits the iconic Raccoon City incident from the point of view of ordinary citizens. When a small group of unfortunate souls becomes trapped inside a bar, they must work together and face several horrific scenarios in order to survive the undead onslaught, courtesy of the Umbrella Corporation.
While the game still follows a basic Survival-Horror premise, with this rag-tag gang having to solve convoluted puzzles and manage resources as they slay undead bio-weapons, the focus on cooperation and down-to-earth characters make this an entirely different experience. You won’t find any members of S.T.A.R.S. here, as the character selection ranges from security guards to journalists and even plumbers, with the player really feeling that these are just ordinary people forced to deal with extraordinary circumstances.
The levels themselves are also incredibly immersive, with (mostly) mundane locations making this feel more like a zombie apocalypse simulator akin to Left 4 Dead rather than a contemporary Resident Evil title with booby-trapped mansions and foreign villages. The settings range from universities to hospitals and hotels, making Outbreak much more in line with the franchise’s original George Romero inspirations instead of the action-movie set-pieces of later titles.

Taking the train is never easy.
With this slightly more realistic approach, the game as a whole hits a lot closer to home and manages to be scary even in the company of other players. The creature designs were also great, though they were mostly updated models borrowed from other games in the series. This would actually be improved with the release of the game’s expansion in late 2004, Resident Evil Outbreak: File #2, which added new and improved content to the game.
While the expansion was mostly a showcase of levels that were supposedly cut from the original game, it also worked as a standalone title in its own right, boasting improved load times and tweaked gameplay, with players now able to move and shoot at the same time (a first for the franchise). File #2 also contains some of my favorite moments in any Resident Evil game, with even more familiar locations turned into apocalyptic nightmares. The Wild Things scenario was particularly fun, as it traps the characters in an infected Zoo, forcing players to fight undead wildlife as they attempt to escape.
The entire experience here was really ahead of its time, implementing randomly generated content and a context-sensitive “ad-lib” system so that players could communicate without immersion-breaking voice-chat. There was also a “Virus Gauge” that could infect players if they dilly-dallied for too long, making sure that folks didn’t waste each other’s time during matches. While a lot of these ideas seem like no-brainers for an online title nowadays, remember that this was all designed for the PlayStation 2 and released at a time when dial-up internet was still common.
Unfortunately, these ambitions also had a negative impact on the game, with most players not having a decent enough connection to play online, making server options quite limited. While the lack of voice-chat did indeed make the game scarier, the ad-lib system wasn’t much help during the puzzle segments and was inexplicably removed from western releases of the game. The servers were also gutted after only 4 years, though it’s still possible to play the entirety of the campaign offline (and there are working fan servers out there).

I’d run too!
Even ignoring these online issues, the game wasn’t perfect by any means. Several of the puzzles were just downright stupid, with translation errors making them even harder to solve. There was even a hint of that convoluted RE history bogging down a few sections of what should have been a standalone spin-off. However, most of these flaws are forgivable when you consider the sheer amount of innovation and creativity behind other parts of the game.
It’s funny to think that if Outbreak had been released only a few years later during the online console gaming boom, it could have been one of the franchise’s biggest success stories and we might still be seeing new Files released to this very day. The series played around with a lot of Co-Op elements later on, with the recent RE3 remake even being bundled with Resident Evil Resistance, an asymmetrical multiplayer experience that also takes place during the original Raccoon City incident, but none of these experiments were as faithful to the original games as Outbreak.
Nevertheless, with Capcom clearly feeling nostalgic for Resident Evil history, this is one experiment worth reviving for modern gamers. It wouldn’t take much to re-release an HD version of the title with proper online support, but I think I might personally prefer a complete re-imagining of this unique brand of Survival-Horror. With online horror gaming on the rise after the success of titles like Dead by Daylight, an online experience that requires players to work together to survive classic Survival-Horror scenarios would be incredible.
With Resident Evil Village on the horizon (and a possible remake of RE4 to boot), it’s clear that this series refuses to die, so there will be plenty of opportunities for another Outbreak-styled spin-off in the future. For now, however, I’m happy to reminisce about that time I got together with a few friends over a shaky internet connection and shot a zombie elephant in the face while playing as a badass waitress.
Editorials
Neon-Soaked Cult Classic ‘Vamp’ Starring Grace Jones Still Has Bite 40 Years Later
College kids, strippers and vampires—those were Donald P. Borchers’ only requirements when he approached Richard Wenk about writing and directing a movie for New World Pictures. As requested, Wenk cooked up Vamp (1986), a tailor-made blend of the decade’s teen movie craze as well as its horror boom.
Grim and earnest stories were still very much a part of the ’80s horror landscape, yet Vamp is something of a comedy. One difference between it and, say, Saturday the 14th, though, is the former avoids using schtick. Wenk’s movie proves that horror comedies also don’t have to subtract thrills from their recipes. Of course, it takes a minute before reaching that point; college antics and culture shocks preface this one macabre misadventure.
Vamp‘s initial setup is apt for a typical college-set, sex-driven comedy; to bribe their way into a fraternity house, two pledges (Chris Makepeace, Robert Rusler) go looking for some adult entertainment. Without wasting time on any further exposition, the characters embark on an all-in-one-night trip that quickly detours into terror.
To procure their elusive MacGuffin—a stripper willing to gyrate for some frat boys—Keith (Makepeace) and AJ (Rusler), plus a third wheel named Duncan (Gedee Watanabe), trade the safety of their remote college campus for the seediness of some unnamed city. The setting is recognizably L.A. by day, but as soon as night falls, downtown, along with the characters, slips into a kind of surreal universe. Director of photography Elliot Davis gave this early entry on his prolific résumé an unusual yet distinctive look; that Mario Bava-esque, magenta-green lighting is omnipresent, so much so that it’s almost its own character.

Chris Makepeace and Robert Rusler in Vamp
The faint comparisons to Martin Scorsese’s After Hours are merited, although not just because of Vamp’s distinguishing nighttime aesthetic. Save for the primary characters, the supporting roles in Wenk’s movie are also quite colorful and transactional in their behavior. The difference here, though, is the additional urge to ruin Keith and his friends at every turn. Some of that harm is humorous and tolerable enough, whereas the moment Vamp dishes out its first fatality, it’s abundantly clear how this movie qualifies as horror.
Vamp falls into that category of horror movie that reveals its genre with a scream rather than a series of whispers. The opening scene can function as a hint of what lies ahead—things are not at all what they appear to be—but otherwise, Wenk is more than happy to hold off on the horror. When that time does come, though, it catches the viewer off guard. In addition to the pure shock value is that sudden decision to upend the movie’s foremost feature. Or so it would seem.
If afraid of major spoilage, those new to Vamp would be wise to stop reading here. There’s just no skirting around the fact that the central fellowship in this buddy movie hits a serious snag when AJ is killed. That development causes the story to become more of a “long, bad night” journey for Keith and his romantic interest. So while Wenk scores points for subverting expectations, there is also a touch of sadness in his decision. Because if Vamp does anything well, it’s making the characters likable.
Something that comes easily to Vamp—and other teen horror movies from this same era—is its ability to invent young characters worth caring about, or at the very least, are interesting and not so immediately off-putting. More impressive is how Wenk did all this without actually fleshing out those characters. Still and all, Keith and his kind are a grade above cookie-cutter, and in some cases, aren’t completely devoid of growth.

Grace Jones in Vamp
Vamp appeals with an assorted cast of characters. No two are the same, nor are they operating on the same wavelength. The cinematically extroverted AJ, whose actor conveyed charm and vulnerability in near equal amounts, comes alive when he’s at his most undead. Makepeace then makes the chronically cautious Keith a sympathetic fellow, even as he’s more and more affected by the night’s bizarre events. Meanwhile, Duncan is indeed the designated loser of the whole bunch, but Watanabe still manages to humanize him. As a bonus, the role didn’t require him to pull a Long Duk Dong.
As for Dedee Pfeiffer, she is plain adorable as the mysterious After Dark server nicknamed “Amaretto”. She spends all night fixing her dress strap while at the same time trying to get Keith to remember how he knows her. As their offbeat romance grows, it becomes another highlight of this movie. Whether or not Pfeiffer’s character is really a vampire also creates some welcome tension in the story.
Like a lot of its contemporaries, Vamp went on to become a bit of a cult classic. That current status is determined by several factors, but without a doubt, the casting of Grace Jones is the most considerable. The image of her writhing on that unique-looking chair, a Keith Haring original, springs to mind whenever this movie is brought up.

Chris Makepeace, Billy Drago and Paunita Nichols in Vamp
Prior to that first display of unequivocal horror, local vampire queen Katrina (Jones) took to the stage and delivered a strip show like no other. One would expect nothing less from that renowned model and performance artist. By now reports of Jones’ tardiness on set are no secret, yet it’s also hard to deny her commitment to the part of Katrina. It was, in fact, Jones who took charge of her character’s appearance—on top of Haring painting her body and that now-iconic chair, she had Andy Warhol handle her costuming. And not too many actors could seize a room’s attention without saying a single line of dialogue.
In 2022, Vamp received a retrospective novelization from Encyclopocalypse. This literary union of preexisting source material—Wenk’s original screenplay—and new ideas from author Christian Francis amounts to a more comprehensive visit to the After Dark Club. The basic story there is no different than what’s shown on screen; however, Francis gets creative with the characters’ origins and designs, and he enhances a number of key scenes.
The novelization expands on the urban and social decay of the main setting, and supplies a background for the After Dark Club. Sandy Baron’s character, Katrina’s emcee and familiar, is given ample motivation for sticking around; up until the fiery end, he is loyal to his friend and former business partner “Squeak”, who looks like he was “fed through a combine harvester, and left as nothing more than a heap of mangled remains”. Then there is Billy Drago’s character Snow, the leader of a street gang called The Dragons. His reason for menacing Keith and AJ is more altruistic than in the movie; he and his peers act tough to scare off any potential food for the vampires.

Lisa Lyon in Vamp
If not for all the backstories, Francis’ Vamp would be a hell of a lot shorter. Instead, this tie-in read dives into how AJ met Keith—the orphaned Anthony Joseph hailed from a broken home back in Brooklyn—and how their friendship flourished over the years. Keith’s archership is no longer just an assumed part of his entire being; it’s a confidence-building extracurricular for a boy who got picked on before coming into the protection of the new kid in town. These supplemental, in-depth looks at the protagonists, plus their close connection, are maybe unnecessary. The movie already did a fair and concise job of addressing their platonic intimacy without the need for flashbacks and insights, specifically in that scene where AJ lays it all out as he sacrifices himself.
Where the novelization gets off course is its approach to the minor characters. Intermittently backstorying the likes of Katrina’s indentured servants, Seko (Leila Hee Olsen) and Vlad (Brad Logan), ends up disturbing the flow of the writing. Was it absolutely essential that readers know Vlad was the Grand Duke of the House of Romanov, or how Snow’s accomplice Maven (Paunita Nichols) became so dentally challenged? No, not really. However, one’s mileage with these random biographies may vary.
The novelization is a more substantial experience, but for a movie like Vamp, less is more. And as plentiful as they are, it never simply coasts on its campy charms, either. The character work sits comfortably in that realm between cursory and meticulous, the script is sharper than first realized, and Greg Cannom’s vampire makeup is straightforward yet effective. Most of all, the movie didn’t squander its out-of-the-box concept. Richard Wenk made his vision of a “comic nightmare in which just about anything that can go wrong does” come true, and it is very enjoyable.


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