Sometimes, you look forward to something for so long. And then it’s suddenly over. It’s a little bittersweet, but our late nights with Resident Evil 2 had to end somewhere.
Having thoroughly discussed its stylistic departures in Pt. 1, Alex, Nick and I push forward through the remake’s more familiar narrative beats. From the survivors inhabiting its world to Leon and Claire’s alternate paths, to the means of survival and a handful of our own ideas, we lay it all on the table with our final words on the RE2 remake.
Tune in as we take our victory lap through the streets of Raccoon City — and live to tell the tale.
Additional Notes & Credits:
Spoiler Warning! This applies to the entire episode
Alex Koval is a full-stack web developer, an independent short-filmmaker, and a fan of the horror genre. We’ve been best friends since 2nd grade, and some of his favorite games include Resident Evil, Final Fantasy Tactics, Eternal Darkness, and Banjo-Kazooie.
Nicholas Kuhar is my brother, bandmate, and frequent donor of graphic novels. He is also the Director of Innovation at St. Edward High School in Cleveland, OH, helping young students unlock their creativity through new-media. Some of his favorite video games include The Legend of Zelda: Breath of the Wild and Final Fantasy VII.
Music at the top of today’s episode is from Resident Evil 2‘s remade OST, produced by the Capcom Sound Team. Our closing theme is a fantastic cover of the game’s “Save Room Theme,” courtesy of Mono Memory – an 80’s inspired synthwave producer based in Edinburgh.
Uncharted 4: A Thief’s End left Naughty Dog’s critically-acclaimed action adventure series feeling far more complete than most games are known for. Apparently, its creators felt otherwise.
Somewhere between an epilogue and a standalone chapter, Uncharted: The Lost Legacy managed to distill the best parts of the series without overstaying its welcome. And by handing the reins over to someone other than Nathan Drake, it discovers at least one more adventure worth taking.
Hilary Bovay returns to the guest seat to uncover what secrets Uncharted still has to offer, as series favorites Chloe & Nadine take the lead. Tune in for our conversation exploring the game’s mythological and cultural background, cinematic qualities, production methods, acting, writing, and more.
Additional Credits & Notes:
Hilary Bovay is an incredibly talented photographer from Aquidneck Island, RI, now based out of Cleveland, OH. She has a keen eye for aesthetics & visual storytelling, and her love for the original Crash Bandicoot is all you’ll ever need to know about her taste in video games.
It’s another deep-dive into another remake…of another classic Playstation series from the mid-to-late 90’s – and it’s on the anniversary of Crash Bandicoot N. Sane Trilogy. We might be a year late to the conversation, but we’re just too fond of the orange marsupial to let that stop us.
Originally created by Naughty Dog, the Saturday-cartoon-style platformer made waves in 1996, just as the industry was discovering the 3rd dimension. With its lush art direction, innovative gameplay, expressive characters and irreverent attitude, Crash Bandicoot cemented Naughty Dog as the world-class studio we still know it to be. But it’s Vicarious Visions’ remake that brought Crash to an entirely new generation last June — and to the center of our discussion today.
Not only is Crash’s makeover a piece of modern entertainment, but an important entry into the efforts of game preservation. By adapting & rebuilding the trilogy for modern consoles and players, Vicarious Visions brought a renewed clarity to a notable slice of gaming history. We look at what choices they had to consider, what they refined, what they changed, and what they preserved with an unwavering loyalty.
Being a year removed from the N. Sane Trilogy has its benefits, though. As three-games-in-one, this was no easy topic to digest nor keep to an hour. But our mutual hindsight keeps things sprightly and candid. My partner and guest, Hilary Bovay, is the only other person I know who grew up with a love for this trilogy to match my own. Join us for a myriad of perspectives as we breakdown the classic Crash Bandicoot trilogy and its gorgeously challenging remake.
Additional Credits & Notes:
Hilary Bovay is an incredibly talented photographer from Aquidneck Island, RI, now based out of Cleveland, OH. She has a keen eye for aesthetics & visual storytelling, and her love for the original Crash Bandicoot is all you’ll ever need to know about her taste in video games.
Read Andrew’s feature story on Engadget to learn more about Vicarious Visions’ process and determination behind their Crash Bandicoot N. Sane Trilogy, view exclusive concept art, and more.
Music in this episode is from the OST’s to Crash Bandicoot and Crash Bandicoot N. Sane Trilogy, composed by Josh Mancell. The title theme featured at the top of the episode was reproduced by Justin Joyner (Audio Lead at Vicarious Visions).
Key artists from Vicarious Visions walked me through their approach to remastering Naughty Dog’s iconic PlayStation trilogy, and how they handled inheriting a legacy with millions of nostalgic fans. You can read the full-length feature on Engadget.
As a lifelong fan of Crash Bandicoot, and I am incredibly grateful to have told this story. Within it are in-depth interviews with art & design leads who oversaw the remasters, as well as exclusive behind-the-scenes looks at their process and even some of Naughty Dog’s original concept art. What stood out to me as I worked on this were the philosophical aspects of VV’s approach, and the pressure they placed on themselves in striking a balance between their vision and Naughty Dog’s (circa 1996).
Special thanks to Aaron Soupporis at Engadget for his mentorship, collaborative spirit and going the extra mile on the layout, as well as Jessica Conditt for connecting us. Nicholas Ruepp, Kara Massie, Cory Turner, Curtis Orr, Leo Zuniga and Wiebke Vallentin at VV & Activision were all extremely helpful in coordinating the interviews and art assets we needed, even on the eve of the game’s release date.
Everybody may have vanished from the slumbering town of Yaughton, but not without a trace.
Across a blindingly bright English countryside, with radios left on, research abandoned, doors unshut and phone booths ringing, Everybody’s Gone to the Rapture explores what life there was like as you piece together a hauntingly calm apocalypse in a most unfamiliar setting: home sweet home.
Previously known for their surreal Dear Esther and Amnesia: A Machine for Pigs, Everybody’s Gone to the Rapture is the latest game from studio The Chinese Room. In my curiosity to learn more about what fueled Rapture’s story, its big questions and the creative drive behind them, I discovered what inspires and compels the team that created it. Dan Pinchbeck, Creative Director at The Chinese Room, graciously took me through their process, the artistic decisions they made, his thoughts on science fiction and the potential for storytelling within video games today.