Resident Evil Series

Total Page:16

File Type:pdf, Size:1020Kb

Resident Evil Series Zombies, Phallic Monsters, and Rocket Launchers: An Examination of Gender Representations and Simulations in the Resident Evil Series Christopher Alton A Dissertation submitted to the Faculty of Graduate Studies in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Communication and Culture, York University, Toronto, Ontario May, 2020 © Chris Alton, 2020 ii Abstract Capcom’s Resident Evil series (1996-present) is the second longest running horror video game series, following Konami’s Castlevania (1986-present). The series has, from its beginning, offered a choice of gendered protagonists with associated unique narrative and gameplay experiences, to say nothing of the gendered nature of the series antagonists. In this dissertation, I examine how gender dynamics, norms, expectations, and subversions are depicted and represented across the games in the Resident Evil series. I use an approach which embraces presentation (the ways characters are depicted in audio/visual terms), narrative (what roles characters play in the stories), and gameplay aspects (what the player is tasked with in the games, and how they are expected to succeed) of the main games in the Resident Evil series. Using key texts on the ontology of video games, gender/sexuality in the horror genre, and intersectionality/international feminism, I examine the whole of the Resident Evil series, as well as the guides and making-of materials, spin-offs, offshoots, and contemporary reviews. How the choice of male versus female protagonist choice is delineated, paired with the ways in which characters, male, female, and otherwise, are portrayed in relation to one another is the larger focus of this dissertation. I have engaged in a close textual analysis of Resident Evil, Resident Evil 2, Resident Evil 3: Nemesis, Resident Evil Code: Veronica, Resident Evil 4, Resident Evil 5, Resident Evil 6, and Resident Evil VII: BioHazard. I also engage in light content analysis comparing the games discussed, examining changes to gameplay and presentation approach over time. The games are further contextualized by comparison to contemporaries in the survival horror genre which have either impacted or been impacted by Resident Evil. Moreover, as my examination encompasses over twenty years’ worth of games, both within and outside Capcom’s franchise, there is a larger discussion in play about the approach to gender across the history of the video game industry and video game studies. As a complex historiographical examination, there is no one conclusion, but the vacillation between empowerment and misogyny across time, games, and genres is highlighted through this dissertation. iii Dedicated to all of the people mentioned in the acknowledgements and those who weren’t. I couldn’t have done this without all of you, and it seems unfair to just dedicate this to only one person. iv Acknowledgements Thank you first and foremost to my committee, Jennifer Jenson, Ganaele Langlois, and John McCullough. They have guided me through this project during what turned out to be the most difficult years of my life. They have done so with compassion, wisdom, and understanding, and I cannot put into words how appreciative I am for all that they have done. Thank you also to Amethyst Barron. They have remained a constant source of support and encouragement, as well as a (mostly) willing ear for me to bounce ideas off. From little things like helping me find specific games to big things like keeping me going when I was discouraged, Amethyst has been there whenever I needed them. They have been there through strikes, illnesses, family emergencies, and more, and I could not have done this without them. Gratitude also to Steve Gennaro who has helped immensely with my growth as an educator during this process. He has been ever ready with an encouraging comment or help when I needed it and has made getting through this process so much easier. I would also like to thank so many of my peers and colleagues in the video game studies community. Sarah Stang, for all of the venting sessions we have had; Felan Parker, for his help both getting started with and moving through the process; Gerald Voorhees, for being encouraging and willing to listen, even at first when he barely knew me; Daniel Dacombe, for late night back-and-forths to keep us both on track for our respective degrees; and so many more. There are a few who get mentions at the end of this dissertation, and too many to list here, so even if they are not mentioned right now, I have endless gratitude for all of them. As well, I need to mention the online Resident Evil Twitter community, many of whose actual names I do not know. Wesker’s Report, BSAArklay, Jared from Avalanche reviews, Katastrophe (Capcom’s Resident Evil community manager), Shmuplations, and many more have all been willing to actively engage with me, help me out when looking for pieces of series errata, and debate aspects of series lore and merchandising during my research and writing. They have all been a huge help, and I am glad to have connected with them. Finally, there are too many people to be able to thank on one page, but even if your name is not mentioned here, know that I am still unspeakably grateful for your support, guidance, and (I must assume) good natured sarcasm throughout this process. Thank you. v Table of Contents Abstract – ii Dedication – iii Acknowledgements – iv Table of Contents – v 1. Introduction: Evil Gets its Residency – pg. 1 1.1. Establishing Survival Horror (and the Sony PlayStation) – pg. 2 1.2. Examining Survival Horror- Scope – pg. 4 1.3. Organizing the Item Box- Methodology – pg. 6 1.4. Wesker’s Report- Literature Review – pg. 8 1.5. Umbrella Chronicles- Chapter Outlines – pg. 15 2. Chapter 1 – Virtual Pleasure and Narrative Video Games: Resident Evil (1996) and the Male Gaze – pg. 20 2.1. A Matter of Perspective – pg. 21 2.2. Camera Absentia – pg. 25 2.3. The Cinematic Male Gaze versus Interactive Media – pg. 29 2.4. The Interactive Male Gaze – pg. 34 2.5. ‘Daddification’ and the Player’s Role – pg. 39 2.6. Cultural Context and Family Dynamics – pg. 43 2.7. Patriarchy, Toxic Masculinity, and a Prelude to a Sequel – pg. 45 3. Chapter 2 – The Monstrous Masculine: Resident Evil 2 (1998) and Toxic Masculinity – pg. 46 3.1. Resident Evil 2’s Dual Identity – pg. 48 3.2. Resident Evil 1.5, Urban Demographics, and Representation – pg. 53 3.3. Opposing the Male Gaze – pg. 55 3.4. Love in the Time of G-Virus Outbreak – Annette Birkin and the Japanese Matriarch Figure – pg. 57 3.5. Birkin, Creed, and the Monstrous Symbolic Order – pg. 59 3.6. Toxic Masculinity versus Gender Identity – pg. 66 3.7. Opposing the Symbolic Order – pg. 68 3.8. Leon, Ada, and Role Inversion – pg. 69 3.9. Destroying the Father (Figure) – pg. 72 4. Chapter 3 – Her Body, Itself: Resident Evil 3: Nemesis (1999) and Fragile Masculinity – pg. 73 4.1. Times Change – pg. 75 4.2. Raccoon City vs. Silent Hill – pg. 78 4.3. Active Side Quest – pg. 80 4.4. The Clothes Make the Survivor – pg. 81 4.5. Urban Demographics 2.0 – pg. 84 vi 4.6. Nemesis – Bio-Slasher – pg. 85 4.7. Phallic, Yet Impotent, Bio-Weapons – pg. 88 4.8. Not Your Typical Final Girl – pg. 90 4.9. Raccoon City vs. Silent Hill, Round 2 – pg. 93 5. Chapter 4 – The Castrating Sister: Resident Evil Code: Veronica (2000) and the Reification of the Monstrous Feminine – pg. 98 5.1. Lucid Dreamcast – pg. 100 5.2. (Lack of) Diversity Hiring – pg. 103 5.3. Zapping by Any Other Name… - pg. 104 5.4. Siblings and Subordinates – pg. 105 5.5. Test Tube Trauma – pg. 108 5.6. A Sister is a Boy’s Best Friend – pg. 109 5.7. Mothers and Other Lab Equipment – pg. 110 5.8. A Family Affair – pg. 111 5.9. The Alexorcist – pg. 112 5.10. The Monstrous Phallic Womb – pg. 115 5.11. Cause and Affect: A Conclusion – pg. 117 6. Chapter 6 – Leon-ses of Gender: Resident Evil 4 (2005), the Sexism of Escort Missions, and Regressive Masculinity – pg. 119 6.1. Umbrella Folds – pg. 121 6.2. Counting to Four – pg. 125 6.3. Rural Demographics – pg. 128 6.4. I Wanna Hold Your Hand – pg. 130 6.5. The Dreaded Escort Mission – pg. 132 6.6. Are You a Bad Enough Dude to Protect the President’s Daughter? – pg. 134 6.7. The Interactive Male Gaze Revisited – pg. 137 6.8. The Virtual Strife of Camera Positioning – pg. 139 6.9. The Bro Code – pg. 142 7. Chapter 6 – Grunt, Moan, Howl: Resident Evil 5 (2009), Intersectionality, and Race Representation – pg. 143 7.1. What Do We Do Now? – pg. 145 7.2. Out of Africa – pg. 147 7.3. UN-expected Response – pg. 149 7.4. Regional Demographics – pg. 151 7.5. Intersecting Margins – pg. 156 7.6. Black and White Terms – pg. 158 7.7. Not All Supporting Characters are Created Equal – pg. 159 7.8. Unexpected Response 2: The Reversal – pg. 164 8. Chapter 7 – Expansion and Contraction: Resident Evil 6 (2012), Resident Evil VII (2017), and the Contrast of Spectacle vs. Intimacy – pg. 169 8.1. Handheld Horror and Other Surprises – pg. 170 8.2. 6 Times Three – pg. 175 8.3. Pop Culture Influences, References, and Confusion – pg. 177 vii 8.4. Militaristic Insecurity and the Return of the Monstrous Feminine – pg. 180 8.5. Interlude – Resident Evil VII: Biohazard – pg. 185 8.6. Culture Shock – pg. 188 8.7.
Recommended publications
  • Dead Space 2: the Sublime, Uncanny and Abject in Survival Horror Games
    Dead Space 2: The Sublime, Uncanny and Abject in Survival Horror Games Garth Mc Intosh 404209 Master of Arts by Course Work in Digital Animation 18 February 2015 Supervisor: Hanli Geyser ` 1 Figure 1. Visceral Games, Dead Space II, game cover, 2011. Copyright U.S.A. Electronic Arts. ` 2 Table of Contents INTRODUCTION ................................................................................................................................. 4 HORROR GENRE................................................................................................................................................ 5 ‘DEAD SPACE 2’ ................................................................................................................................................ 6 METHODOLOGY & STRUCTURE ...................................................................................................................... 8 CLARIFICATION OF TERMS .............................................................................................................................. 9 CHAPTER 1 SUBLIME WITHIN NARRATIVE AND MIS-EN-SCENE ....................................10 THE MARKER AND GOYA .............................................................................................................................. 11 AWAKING TO A NIGHTMARE ........................................................................................................................ 13 THE SUBLIME ................................................................................................................................................
    [Show full text]
  • Gay Marriage Opponents Closer To
    Columbia Foundation Articles and Reports July 2012 Arts and Culture ALONZO KING’S LINES BALLET $40,000 awarded in August 2010 for two new world-premiere ballets, a collaboration with architect Christopher Haas (Triangle of the Squinches) and a new work set to Sephardic music (Resin) 1. Isadora Duncan Dance Awards, March 27, 2012 2012 Isadora Duncan Dance Award Winners Announced Christopher Haas wins a 2012 Isadora Duncan Dance Award for Outstanding Achievement in Visual Design for his set design for Triangle of the Squinches. Alonzo King’s LINES Ballet wins two other Isadora Duncan Dance Awards for the production Sheherazade. ASIAN ART MUSEUM $255,000 awarded since 2003, including $50,000 in July 2011 for Phantoms of Asia, the first major exhibition of Asian contemporary art from May 18 to September 2, 2012, which explores the question “What is Asia?” through the lens of supernatural, non-material, and spiritual sensibilities in art of the Asian region 2. San Francisco Chronicle, May 13, 2012 Asian Art Museum's 'Phantoms of Asia' connects Phantoms of Asia features over 60 pieces of contemporary art playing off and connecting with the Asian Art Museum's prized historical objects. According to the writer, Phantoms of Asia, the museum’s first large-scale exhibition of contemporary art is an “an expansive and ambitious show.” Allison Harding, the Asian Art Museum's assistant curator of contemporary art says, “We're trying to create a dialogue between art of the past and art of the present, and look at the way in which artists today are exploring many of the same concerns of artists throughout time.
    [Show full text]
  • EA Delivers the First Big Blockbuster Game of 2011 with Dead Space 2
    EA Delivers the First Big Blockbuster Game of 2011 With Dead Space 2 The Most Unrelentingly Intense Action Horror Game Hits Retail Shelves; Downloadable Campaigns Revealed with Dead Space 2: Severed Distinctive Dead Space Experience Available for iPhone, iPad and iPod touch REDWOOD CITY, Calif.--(BUSINESS WIRE)-- The psychological thrill of deep space rises to an electrifying new level as Visceral Games™, a studio ofElectronic Arts Inc. (NASDAQ:ERTS), today announced the internationally-acclaimed action horror game Dead Space™ is2 now available at retail stores in North America and on January 28 in Europe. This highly- anticipated sequel has been heralded as one of the top games of 2011 by New York Times' Seth Schiesel and has received 25 scores of 90+ from top gaming outlets such as Official Xbox Magazine, Playstation: The Official Magazine and Game Informer. PlayStation: The Official Magazine said that "'Dead Space 2' surpasses the original in every capacity," while IGN calls it "a new gold standard" and Game Informer declares the game "a monster of a sequel, offering bigger scares and more excitement." Visceral Games also announced today Dead Space 2: Severed, an all-new digital download pack that extends the Dead Space 2 story with the addition of two standalone chapters in the single-player game. Dead Space 2: Severed will see the return of Gabe Weller and Lexine Murdock, the two main characters from the award-winning 2009 game, Dead Space Extraction. In Dead Space 2: Severed, the story of Weller and Lexine runs parallel to Isaac's blood-curdling adventure in Dead Space 2, but this time players will take on the role of Gabe Weller.
    [Show full text]
  • EARLY 1990S UNSPECIFIED: Takeru Tominaga Is Born
    EARLY 1990s UNSPECIFIED: Takeru Tominaga is born. He will go on to become a cameraman and be caught up in a biohazard outbreak on the island of Sonido de Tortuga in 2014. CHARACTER PROFILE: TAKERU TOMINAGA *Born: UK. Died: NA. Height: UK. Weight: UK. B-T: UK. Nationality: Japanese. Affiliation: None. Takeru Tominaga was an assistant director and camera operator working in the Japanese media industry. He was friendly, always courteous and polite to those around him, and tremendously upbeat about life, but he had a reputation for being a little clumsy which often incurred the wrath of his superiors. One example was when he had to book a bikini photo shoot with Yuki Mayu, one of Japan’s top gravure idols. When Takeru discovered the indoor studio was already booked, he organised an outdoor shoot without thinking about how cold the weather would be in the middle of winter. But ever the professional, Mayu got on with the job and Takeru was a massive fan of hers. As a younger man he was quite socially awkward and would take steps to always avoid conflict and keep away from confrontational situations. His eyesight was not the best and his distinguishing feature was his large glasses. Outside of work, he was a big fan of horror movies. In 2014, Takeru was hired as an assistant director to work on the fourth series of Idol Survival, a popular reality TV show where swimwear models competed in a series of survival games across a deserted island. That year marked the first time the series included international models and Yuki Mayu was entered as Japan’s top challenger.
    [Show full text]
  • Yūrei” W Japońskich Survival Horrorach : Analiza Wybranych Przykładów
    Dominika Staszenko Motyw „yūrei” w japońskich survival horrorach : analiza wybranych przykładów Replay. The Polish Journal of Game Studies 1, 29-38 2014 Dominika Staszenko Uniwersytet Łódzki Motyw yūrei w japońskich survival horrorach — analiza wybranych przykładów Wprowadzenie W japońskiej mitologii określenie yūrei odnosi się do duchów zmarłych, które z ja- kichkolwiek przyczyn powróciły na ziemię i szukają kontaktu z ludźmi [Kijewska, 2012]. Według tradycyjnych wierzeń najczęstszym powodem ich przybycia do świata doczesnego są silne związki uczuciowe z bliskimi oraz pragnienie wykonania nie- dokończonych zadań. Należy podkreślić, że chociaż zdarzają się opowieści o yūrei, w których powrót motywowany jest pozytywnymi odczuciami, takimi jak miłość czy troska, to znacznie większa część przekazów odnosi się do duchów kierujących się chęcią zemsty i zadośćuczynienia za wyrządzone krzywdy. Istoty, których jedynym celem pobytu na ziemi jest krwawy odwet, noszą nazwę onryō. Termin yūrei pierwot- nie odnosił się do wszystkich powracających duchów zmarłych, jednakże obecnie czę- ściej utożsamiany jest z postacią mściwej istoty, wymierzającej karę żyjącym. Z tego względu określenie yūrei i onryō stosuję wymiennie. Japończycy od wieków wierzą, że w świecie żywych mogą przebywać byty nadna- turalne. Takie przekonanie ma swoje źródło w systemach praktyk religijnych, takich jak buddyzm czy sintoizm. Wiara w wędrówkę dusz, opiekuńczą moc duchów zmar- łych przodków czy niemal nieograniczoną możliwość wpływania istot nadnatural- nych na egzystencję żyjących sprawia, że japońska mitologia staje się inspiracją nawet dla współczesnych tekstów kultury, ponieważ zawiera szereg uniwersalnych moty- wów, które doskonale łączą tradycję z nowoczesnością. 29 Czym jest survival horror? Wraz ze wzrostem popularności filmów grozy, opierających się na motywie pośmiert- nej zemsty, postać onryō zaczęła pojawiać się również w grach wideo z gatunku survi- val horror.
    [Show full text]
  • Fr. Dulaney, Priest for 43 Years and Staff Member for 22, Years Passes Away by Sebastian Rosas Father William R
    Cathedral Prep School & Seminary The Current, Volume IV, March 2017 1 Page 2 Pages 2 and 3 Page 4 The Guide to Lent Movie and Game Reviews NASA at Work Summary of Academy Awards Love Guru Sports The Current Cathedral Preparatory School & Seminary Very Rev. Joseph J. Fonti, Rector-President, Mr. Richie Diaz, Principal Fr. Dulaney, Priest for 43 Years and Staff Member for 22, Years Passes Away By Sebastian Rosas Father William R. Dulaney, 68, an of Brooklyn, Father Dulaney was the Pastor of active member of the Diocese of Brooklyn Mary Queen of Heaven (Brooklyn), as well as and Queens, passed away unexpectedly on Parochial Vicar of many other churches, including Friday, February 10th, 2017, just five days St. Sebastian and Saint Thomas the Apostle. Also, before what would‟ve been his 69th he was not only an alumnus of Cathedral Prep, but birthday. He passed away in his sleep at he also served as a Vice-Rector, teacher, and a North Shore University Hospital, in spiritual director, giving a total of 22 years of Manhasset, after being hospitalized for loving service to this school. breaking both of his knees in an Along with his service to Cathedral Prep, unfortunate fall. he was also a chaplain at St. Edmund Prep H.S., Father Dulaney was born in Jackson as well as the Parochial Vicar at St. Gregory the Heights, Queens, on February 15th, 1948. Great since 2007. He studied in Blessed Sacrament School, His funeral mass was held at St. Gregory then went on the Cathedral Prep (class of the Great Church.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2007 (Briefing Date: 2008/1/25) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2004 FY3/2005 FY3/2006 FY3/2007 FY3/2008 Apr.-Dec.'03 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Net sales 439,589 419,373 412,339 712,589 1,316,434 Cost of sales 257,524 232,495 237,322 411,862 761,944 Gross margin 182,064 186,877 175,017 300,727 554,489 (Gross margin ratio) (41.4%) (44.6%) (42.4%) (42.2%) (42.1%) Selling, general, and administrative expenses 79,436 83,771 92,233 133,093 160,453 Operating income 102,627 103,106 82,783 167,633 394,036 (Operating income ratio) (23.3%) (24.6%) (20.1%) (23.5%) (29.9%) Other income 8,837 15,229 64,268 53,793 37,789 (of which foreign exchange gains) ( - ) (4,778) (45,226) (26,069) (143) Other expenses 59,175 2,976 357 714 995 (of which foreign exchange losses) (58,805) ( - ) ( - ) ( - ) ( - ) Income before income taxes and extraordinary items 52,289 115,359 146,694 220,713 430,830 (Income before income taxes and extraordinary items ratio) (11.9%) (27.5%) (35.6%) (31.0%) (32.7%) Extraordinary gains 2,229 1,433 6,888 1,047 3,830 Extraordinary losses 95 1,865 255 27 2,135 Income before income taxes and minority interests 54,423 114,927 153,327 221,734 432,525 Income taxes 19,782 47,260 61,176 89,847 173,679 Minority interests 94 -91 -34 -29 -83 Net income 34,545 67,757 92,185 131,916 258,929 (Net income ratio) (7.9%) (16.2%) (22.4%) (18.5%) (19.7%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Implementation of 2D Turn-Based Strategy Game with Artificial Intelligence
    ASSIGNMENT OF BACHELOR’S THESIS Title: Implementation of 2D turn-based strategy game with AI Student: Ivan Štěpánek Supervisor: Ing. Eliška Šestáková Study Programme: Informatics Study Branch: Web and Software Engineering Department: Department of Software Engineering Validity: Until the end of summer semester 2019/20 Instructions The goal of this bachelor thesis is to create a prototype of 2D turn-based strategy game that is inspired by the game Advance Wars. In single-player mode, the strategy of the computer will be an AI that was trained to play through self-play, using a minimum of human input. Requirements: - It should be implemented as a desktop application using the C++ language. - The play must support a mode for several players and playing against artificial intelligence (AI). - Provide at least 4 various pre-created game levels. Research part: - The AI component in the requirements above constitutes the research part. - Evaluate different algorithms for developing the AI strategy. - Design a strategy that relies mostly on self-play and uses a minimum of human input. - Implement the strategy within the game. - Evaluate the quality of the game played by the AI by evaluating its success rate against players of varying skills. References Will be provided by the supervisor. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague February 9, 2019 Bachelor’s thesis Implementation of 2D Turn-based Strategy Game with Artificial Intelligence Ivan Štěpánek Department of Software Engineering Supervisor: Ing. Eliška Šestáková January 9, 2020 Acknowledgements Firstly I would like to thank my former supervisor Juan Pablo Maldonado Lopez for accepting me and my work when I was struggling to find a su- pervisor.
    [Show full text]
  • Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
    Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarly­labelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot­‘em­up, the racing game, the platform game, the God game, the real­time strategy game, and the puzzle game,(3) the simulation, role­playing, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘process­orientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and under­theorized.
    [Show full text]
  • Resident Evil 5 Pc Download Full Resident Evil 5 Gold Edition PC Free Download
    resident evil 5 pc download full resident evil 5 gold edition PC Free Download. resident evil 5 gold edition PC Free Download is a direct link for torrent kickass and windows.From ocean of games you can download this game .This is an awesome Action, Adventure game. Overview of resident evil 5 gold edition PC:- This awesome game has been developed by Capcom and published under the banner of Capcom .You can also download Mall Empire. resident evil 5 gold edition PC survival horror genre returns with another entry. This time, you are placed in Bioterriorism security assessment as approved by the Alliance (BSAA), which partnered with Shiva alomar to get rid of the threat of terrorism in Africa Chris Redfield boots. Story Kijuju, pressure player in a fictional region of Africa. It is gradually starts but Ricardo Irving, after a bio-organic weapons (BOW) is the first encounter with what is trying to sell on the black market soon become interesting. In short, brilliant and very fun gameplay. By Capcom’s “E” key press is improved easily accessible and player of the operating system will allow the inventory to switch weapons in real time.You can also download Paint the Town Red. Features Of resident evil 5 gold edition PC :-If you are a game addict then definitely you will love to play this game .Lot’s of features of this game few are. Awesome action game Free to play. System Requirements for resident evil 5 gold edition PC :-Before you install this game to your PC make sure your system meets min requirements to download this game.
    [Show full text]
  • Resident Evil
    OPINIÓN EN MODO HARDCORE TodoENERO 2016 JuegosNÚMERO 37 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES UN TORTUOSO VIAJE AL ORIGEN DE RESIDENT EVIL UNA REALIZACIÓN DE PLAYADICTOS Editorial Esperando el renacer ste primer nú- No obstante, creo mero “tradicio- que muchos estamos Enal” de Revista esperando el renacer TodoJuegos del 2016, definitivo de la saga tras el balance de la creada por Shinji Mi- edición anterior, nos kami, con un Resident coloca de cara a una Evil 7 en propiedad, de las sagas favoritas Jorge Maltrain Macho que retome y los orí- de todo gamer aman- Editor General genes de la franquicia te del terror: Resident y modernice la fórmu- Evil de Capcom. Resident Evil Φ que la, es decir, que no deje no tengo dudas que de lado la acción, pero El estudio este mes estará a la altura del tampoco elementos repite la fórmula que original y que será un como el horror, la ex- le dio tanta alegría el gran complemento al ploración o la resolu- año pasado, con una primer título, remas- ción de puzles duran- remasterización de terizado hace un año. te la aventura. Equipo de Revista TodoJuegos DIRECTOR Rodrigo Salas Alejandro Abarca Caleb Hervia #Feniadan #Caleta PRODUCTOR Cristian Garretón EDITOR GENERAL Luis F. Puebla Pedro Jiménez Y DIAGRAMADOR #D_o_G #PedroJimenez Jorge Maltrain Macho No es, por cierto, el por ende, tomarle ca- UNA PRODUCCIÓN DE único caso en el que riño a los personajes esperamos lo mismo (algo básico en todos y en eso este 2016 pa- los juegos buenos de rece pródigo de ejem- la saga), lo cierto es plos, siendo quizás el que su acción más UNA REALIZACIÓN DE más importante de cercana a los Tales todos el caso de Final que a los Final Fan- Fantasy, en lo perso- tasy tradicionales no nal mi saga de rol fa- nos termina por con- ga espera y en medio vorita..
    [Show full text]
  • “A Jill Sandwich”. Gender Representation in Zombie Videogames
    “A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident​ Evil (Capcom 1996 - present) to The​ Walking Dead (Telltale Games 2012-4), ​ women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The​ Walking Dead and The​ Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager ​ ​ undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident​ Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development.
    [Show full text]