Revisiting The Syphon Filter Trilogy: Part 4 – Conclusion

If you were fortunate to have played video games in your youth, you probably had some favorites that you loved going through again and again, and the idea of going back to them years, if not decades later, can feel like a trip back to a more innocent time. But time is a cruel thing, and revisiting said games often reveals outdated graphics, a story that isn’t as gripping as you thought it was, frustrating gameplay, or being so outdated that you just can’t enjoy it anymore. But for me, the Syphon Filter trilogy manages to withstand the test of time. While graphically and technologically outdated, the gameplay is still as gripping as ever, the story and characters still hold up, and the music is as awesome today as it was over twenty years ago. From beginning to end, the PS1 Syphon Filter trilogy is a solid example of an action-adventure spy thriller done well… with one exception.

When going back through the trilogy, I expected the first two games to hold up well, which they do. When it came to the third game, I was expecting to be a fun experience, albeit with the weakest story. But with the passage of time, I was surprised at how much Syphon Filter 3‘s story stumbles, sometimes quite badly. In the first two games, every level – no matter how frustrating or mediocre – advances the story in a meaningful way. But Syphon Filter 3 has several levels that don’t do that, due to its biggest issue: there are too many flashback missions.

Like every literary tool, flashbacks are not inherently bad, but Syphon Filter 3’s problem is that half the game consists of flashbacks, and most don’t add anything to the main conflict of stopping the Syphon Filter virus. All the Afghan missions, Montana militia missions, and Costa Rica missions could have been removed and the story wouldn’t have been harmed by their absence. By comparison, there’s only four levels from the first two games that could be removed to similar effect (Pharcom Elite Guards, Colorado 70 highway, returning to the Pharcom museum in Syphon Filter 2, and Volkov park). Had Syphon Filter 3’s flashbacks been removed, it would have freed up more time for modern-day missions that would have continued to move the story forward.

When we step back and view the Syphon Filter trilogy as a whole, it has a very strong first act, an equally strong second act (with a few stumbles), but comes to a halt in the third act, only finding its footing again at the very end when Gabe starts gunning down terrorists in the Senate hearing building. And with that in mind, I believe the greatest lesson the trilogy offers writers is this: limit using flashbacks in stories as much as possible, and if they do appear, to have them directly contribute to the story’s main conflict. While it’s nice to take the time to develop protagonists and see what adventures they had before the story, that development shouldn’t come at the expense of the story, especially not one that’s in its final act. And much like revisiting a beloved game series, there’s nothing wrong with reminiscing about the past, but not when it comes at the expense of the present.

Revisiting The Syphon Filter Series: Part 3

The year is 2001, and the Playstation era is coming to an end. The next generation of video game consoles are coming out with games that take advantage of new hardware to deliver unparalleled graphics and experiences. It was easy to assume that the Syphon Filter story would jump ship and continue on the Playstation 2, but Sony, to the surprise and delight of people like me who couldn’t afford a shiny new console, released Syphon Filter 3 on the original Playstation instead, bring Gabe Logan’s story to an end. (While leaving things open for further sequels, which would eventually come along a few years later.)

Syphon Filter 3 is something of an odd duck in the original trilogy: the story consists of Gabe, Lian, Lawrence Mujari, and others testifying in Congress about their involvement with the Agency and the Syphon Filter virus, meaning that half the missions are flashbacks, with the other half mainly treading water until the finale. Coupled with only a few new additions to the franchise (a few new weapons, slightly better graphics, and the addition of mini-games), and it’s easy to see why many fans see Syphon Filter 3 as a mission-pack sequel. I agree with that assessment, but that doesn’t make Syphon Filter 3 a bad game, though I do think it’s the weakest of the trilogy; most of the present-day missions feel like padding that doesn’t advance the story (such as everything that takes place in Ireland), and I would have preferred to have a longer climax instead of just two levels. But the game does have the most variety of the series when it comes to locations and playable characters, and it continues the series’ trademark of unique action sequences. Best of all, though the story is left open for further sequels, the main storyline of the Agency and the virus itself is wrapped up well enough that the saga could have ended here. And for people like me who aren’t fans of what came after, this is indeed the preferred ending. (Mara’s submarine in the post-credit scene? It developed a leak and imploded, so the virus is still lost on the ocean floor.)

Let’s take a look at Syphon Filter 3’s levels and see how well they stand the test of time. And as with the previous two articles, this list will spoil the story for anyone who hasn’t played the game yet.

19. Aztec Ruins

It’s only fitting that the last game in the PS1 trilogy goes back to where everything started and explores Gabe and Lian’s mission to Costa Rica that we saw in the opening cutscene of the first game. While SF3 lets us discover that Gabe got to do lots of cool stuff, we also learn that poor Lian was stuck running around the labyrinthine levels of some Aztec ruins to rescue lots of scientists, destroy virus samples, destroy computers, retrieve artifacts, warn Gabe about mines, file her taxes, and do a book report on War and Peace. Okay, maybe not the last two, but like the Agency Bio-Labs of SF2, and the abandoned cathedral of SF1, this is a huge level, but nowhere near as fun, and twice as long, and it’s surprisingly easy to miss some of the things you need to find or destroy, leading to lots of tedious backtracking. It also has a whopping 26 checkpoints, the highest of any level in the series!

Best story moment: Meeting Dr. Elsa Weissinger for the first time, story-wise, the same woman who will infect and experiment on Lian and so many others in future games.

18. Waterfront

Despite their importance when it comes to receiving and shipping goods responsible for the functioning of modern society, I’ve never found docks to be interesting places for action sequences, and the Waterfront level is no exception. Aside from the ever-solid gameplay, there’s nothing really memorable here.

Best story element: Gabe and his new partner Maggie Powers learning that the IRA has the virus and is trying to escape so they can unleash it upon Europe, giving the player a very good reason to go after them.

17. Dockyards

More of the same as the Waterfront level, save learning that the guy you’ve been sent to save is actually an IRA operative. Oh no! Thankfully, you manage to kill him before he escapes with the virus. Yay!

Best story element: Watching the SS Lorelli be sunk, taking the virus with it to the bottom of the Atlantic ocean and stopping anyone else from getting their hands on it, ensuring that all your efforts were successful. Plus, the bubble sound effects of the sinking crates is cartoonish and unintentionally funny.

16. Australian Outback

Lady power time! This modern-day mission has Lian tracking down Dr. Weissinger to kidnap her and gain more information about who’s truly behind the Syphon Filter virus, but ends up with her doing everything she can to save the local Aboriganies, who have become unwilling test subjects. Gameplay-wise, there’s nothing extraordinary here, but but I like how this is the first mission in the series where all the main characters are women (Lian, Weissinger, and Powers), which is a refreshing change of pace from the normally testosterone-filled spy genre.

Best story element: Lian changing her mission and refusing to give up on the test subjects, as she knows exactly what it’s like to be infected by the virus and wants to spare others from suffering as she did.

15. Pugari Goldmine

Lawrence Mujari gets his chance to shine with a flashback mission detailing his efforts to free trapped slaves from a mine in Africa… though there’s not too much to this level, aside from the satisfaction of freeing workers being held against their will.

Best story element: The protagonist infiltrating a facility to free people being held against their will.

14. Pugari Complex

A continuation of the previous mission, this one starts off with Lawrence getting to ride a mine cart out of a collapsing mine, a great way to start things off. Aside from that, though, this is another average level with no bad elements or standout moments.

Best story element: Finally learning the origin of the Syphon Filter virus: That it came from a mine in South Africa, rather than being something engineered in a lab.

13. Yuendumu Village

Continuing on the previous mission, this one has Lian sneaking into a remote village to save innocent Aborigines before they can be executed. The Syphon Filter series have few missions dedicated to saving innocent people, and this is one of the better ones, combining stealth with a moral imperative. Being able to eliminate the man responsible for it all is just icing on the cake.

Best story element: Elsa Weissinger deciding that if she’s going to be betrayed, she has no qualms about betraying her former employers, and gives Lian a data disk that will allow her and the others to finally unravel who is behind the entire Syphon Filter operation.

12. Underground Bunkers

Every Syphon Filter game features a level revolving around sneaking through darkened, underground passages without a map, and SF3’s contribution is the Underground Bunker, where Teresa has to escort her new survivalist friend, Dusty, and his pregnant mother to safety while being swarmed with rogue NSA agents. So not only do you have to get through a very dark and easy-to-die mine complex, but you have a dreaded escort mission as well. Still, the claustrophobia here is effective, and it’s satisfying to get Dusty and his mom to safety at the end.

Best story element: Having to escape rogue government agents with a pregnant woman who could give birth at any moment, making said escape all the more challenging.

11. Kabul, Afghanistan

The Afghanistan levels of Syphon Filter 3 are dark, moody, and atmospheric, and the first one sets the stage with Lian infiltrating the war-torn ruins of Kabul. The stage excels at feeling like a warzone that’s momentarily quiet, but the big draw here is learning how Gabe and Lian met for the first time, beginning a partnership and friendship that would last for decades… but you know what’s even cooler? Getting your hands on a gun that can shoot through walls!

Best story element: Saving an extraction helicopter from four goons with grenade launchers by shooting said goons with a gun that can shoot through walls.

10. Costa Rica Plantation

Years after we first saw it in the opening cutscene of SF1, we finally get to see exactly what happened when Gabe and Lian reached Rhomer’s plantation in Costa Rica. While the cutscene just revealed that poor Ellis was executed, and that Rhomer set everything on fire, we get to see what really happened, which includes Gabe gathering samples of the virus, freeing slaves, sabotaging helicopters, and avoiding land mines. What’s more impressive is that this is the trilogy’s first jungle level, and it’s pulled off well considering the technical limitations of the original Playstation.

Best story element: Seeing Gabe freeing slaves, and then gunning down the people who were keeping them against their will.

9. Militia compound

With the treasonous rogue agents exposed, Teresa has to try and save as many survivalists as she can from those determined to wipe them out. This is a standard level, but like it’s immediate predecessor, the atmosphere and music are top-notch, and it’s neat to meet Stevens – the mastermind of the Australian massacre – decades before that happened. While it’s tempting to kill him, alas, that would create a time paradox, which means the player has to let Stevens live, while knowing how he will meet his ultimate end decades later.

Best story element: Some of the survivalists remembering how Teresa helped them out and returning the favor by giving her a grenade launcher to help blow up those dastardly rogue agents.

8. Paradise Ridge

In a twist I didn’t see coming, it turns out that Teresa was only wounded by Jason Chance at the end of SF2, leaving her to pop up unexpectedly near the end of SF3‘s second act, allowing her to recount a mission where the raided a survivalist compound in the snow-covered mountains of Montana with the ATF and unknowingly helped rogue NSA agents who wanted to wipe out the survivalists. While my teenage brain had a hard time keeping track of all the factions shooting each other, the mission is a nice change of pace from Syphon Filter’s usual urban locations, and features survivalists depicted as innocents (albeit, ones who aren’t afraid to shoot first and ask questions later). The music’s pretty sweet, too.

Best story element: Portraying militia members as innocents in a combat situation. Not friendly and pure of heart, mind you, but still innocent.

7. S.S Loreli

Gabe’s been everywhere from Washington DC, Russia, the jungles of Costa Rica, and abandoned cathedrals in Europe, and now he finally gets to go on a ship that’s setting sail with large shipments of the Syphon Filter virus. This is a great level filled with plenty of running and gunning in an environment we haven’t seen before in the SF series.

Best story element: Seeing a particularly cheerful crewmember, making him stand out among his serious, gun-toting brethren.

6. Convoy

Chronicling one of Gabe’s earliest combat missions, this mission takes us back to a late 80’s Afghanistan, where Gabe teams up with Ellis (the guy shot by Mara in the opening cutscene of SF1) and Benton (the guy Gabe killed in the first museum level of SF1) to get a damaged truck full of weapons to safety, all while under attack by Afghan rebels and a road littered with landmines. The Syphon Filter series hasn’t done desert environments before, so going through a desert at night is a unique situation, and the moody music helps set the mood for an intense mission filled with plenty of gunfights.

Best story element: Working with Ellis and Benton, which gives two minor side characters a chance to take on a starring role, despite knowing how their lives will end in twenty years time.

5. The Beast

While Solid Snake may be video gaming’s secret agent who has the record for most unique boss fights, Gabe’s no slouch either, having taken on a helicopter, multiple adversaries in bullet-proof armor, and, thanks to this level, a tank! Unlike Solid Snake, though, Gabe has to be much more careful in how he engages this Soviet monstrosity, making it feel more like a horror level (the sound of the tank treads is downright chilling), as he has no health powerups and has to lure the tank into a trap rather then engage it in a one-on-one fight. While a short level, it’s one of the most intense in the series.

Best story element: Seeing Gabe – a lone infantryman – taking on a tank by himself and winning.

4. Senate Building

It isn’t until the last two missions that SF3 finally starts wrapping up the PS1’s story, and boy does it start with a bang, revealing that Gabe’s interrogator, Secretary of State Vince Hadden, is the man who has been in charge of the Syphon Filter project all along. But with him dead, Mara Aramov and her men have filled Congress with over twenty bombs, taken hostages, and intends to detonate a viral bomb in Washington DC. It’s one hell of a way to start the finale of the game, and the series as a whole, as Gabe rushes to stop the bombs and save hostages.

Best story element: Gabe having to save a famous landmark and seat of power for a government (Congress) before it’s destroyed.

3. Hotel Fukushima

Every Syphon Filter features a strong opening, and I think Syphon Filter 3 has the best one, featuring Gabe infiltrating a hotel in Tokyo during a nighttime rainstorm to assassinate a Chinese rebel leader who wants the virus for himself. What follows is a sneaky infiltration mission, a high-rise shootout, and then a fast-paced gunfight to escape the hotel and rescue an innocent hostage in the process. It’s a fantastic way to kick the game off and get players hyped for the rest of the game.

Best story element: a shootout that takes place between two high rises where Gabe manages to take out the leaders of a terrorist organization.

2. C5 Galaxy

He’s been in cathedrals, burning subway stations, ships, underground labs, and runaway trains, and now Gabe heads to the skies in a C-5 Galaxy (which, for some reason, is depicted as a C-130 in cutscenes) in an attempt to stop Rhomer from escaping from his Costa Rica plantation. Essentially a boss fight level, this stage features a very clever way of having Gabe fight and defeat Rhomer while leaving him alive to be killed off for good at the end of SF1: bring back Chance’s body armor from the end of SF2 for Rhomer to wear, making it impossible for Gabe to kill him. While the level is short, being able to face off against Rhomer once again in a unique situation makes it a great one.

Best story element: Gabe being able to fight and defeat Rhomer once again inside a flying cargo plane, but in such a way that Rhomer survives to reappear in the original game.

1. DC Subway

One of my favorite sayings is that, while it’s good to begin well, it’s better to end well, and SF3 wraps up the PS1 trilogy by taking the player back to Washington DC, where the series first began. With her plan to destroy Congress foiled, Mara Aramov takes a subway train and plans to unleash the Syphon Filter virus in the Washington DC subway system, infecting and killing millions of innocent people. Only Gabe has a chance to stop her, and to do so he’ll have to fight his way through the subway as it races through the same tunnels where he and Mara first fought years ago, and the ensuing gunfights, hostage rescues, and final confrontation with Mara makes it a great way to end the series.

Best story element: Gabe climbing up onto the top of a speeding subway train and shooting Mara in the head with a gun that can shoot through metal.

And with that, that’s a wrap for the Playstation one trilogy. Tune in next time for an analysis of the best and least-enjoyable levels to see what story lessons the Syphon Filter series has to offer.

Revisiting The Syphon Filter Series: Part 2

Continuing our look back at my favorite levels of the Syphon Filter Playstation 1 trilogy, let’s continue with the second game, Syphon Filter 2. Released less than a year after its predecessor, Syphon Filter 2 is everything a great sequel should be: it expands upon the world from the first, advances the plot in a logical and meaningful way, and has the protagonists take on bigger obstacles: Gabe and Lian are both being hunted by the US government and the Agency, Lian is still infected with the virus and running on borrowed time, and some of their new allies may not who they seem to be…

Typically seen by fans as the best of the original three games, I agree with them that Syphon Filter 2 is really, really good… with the caveat that the game relies too much on frustrating trial-and-error gameplay that leaves little to no room for mistakes. With that said, here are my favorite levels, ranked from least-enjoyable to best. Note that, like before, this breakdown will spoil every big story detail.

21. McKinzie Airbase Interior

While the opening level in the Colorado Rockies is a good introduction to the game, and a good way to ease players back into Gabe Logan’s shoes, the second level, the airbase hospital, introduces players to SF2’s biggest gameplay change: Trial-and-error gameplay. Whereas players had a fairly forgiving difficulty in the first game, SF2 is nowhere near as merciful, where a single mistake will result in an instant game over, and the Hospital is a jarring introduction to said gameplay. You have to sneak around the hospital with no map, no weapons, and cannot raise the alarm. No mistakes are allowed, and rather than leading excited players deeper into a world of spy-adventure, it instead makes them wonder what they’re getting into.

Best story element: In the ending cutscene, Lian is found by a security guard. However, he realizes that Lian is being held illegally, and, having taken an oath to uphold the law, allows her to escape and will cover up said escape as long as he can. While he’s never seen or mentioned after this level, this soldier leaves an impression as a nameless mook who chooses to do the right thing, even at (presumably) great cost to himself.

20. Pharcom Exhibition Center

Gabe returns to the Pharcom Museum from the first game to track down an important object. While it is fun to revisit a level from the previous game and explore more of its previously-unseen wings, the trial-and-error gameplay makes it a frustrating slog, especially when Agency mooks chuck grenades into the air vents while you’re scurrying about. (and how do the soldiers stationed in the building not hear that?)

Best story element: Gabe showcasing his moral code by having no qualms about killing Agency mooks, but refusing to kill soldiers, due to them being innocents unaware of the espionage taking place all around them.

19. McKinzie Airbase Exterior

If the hospital escape was a frustrating mess, escaping the military base is even worse; where the hospital was fairly small, this enormous level can test your patience. Thankfully, you have a map this time around, and more things to hide behind. Plus, it’s great seeing how your actions here will make things easier for Gabe and his troops in subsequent levels, making this level a good example of how one character’s actions can help someone else further along in a story.

Best story element: Lian ensuring that Gabe and his soldiers won’t be gassed on the mountain, making their journey easier.

18. Moscow Club 32

SF1’s most unique location had players going through an abandoned cathedral, and SF2’s most unique romp takes place in Club 32, a Russian dance club that’s come under siege from bad guys as Lian tries to catch up with an old friend fleeing the chaos. There’s nothing overly great or bad about this level, but the techno-Russian dance music sure is catchy.

Best story element: Lian demonstrating her moral code by refusing to kill innocent police officers, no matter how hard they make things for her.

17. Agency Bio-Lab

If the hospital escape was a pain, and sneaking out of a military base was hard, then the Agency Bio-Labs are a nightmare, and the worst example of SF2’s trial-and-error gameplay. You, as Gabe, are trapped in a massive underground laboratory with no map, no equipment, a flimsy disguise to keep you safe, and a knife for self-defense. Your to-do list is long, and you’re surrounded by guards who won’t hesitate to shoot first and ask questions later, and all it takes is a single mistake to send you back to the last checkpoint. The only reason this mission isn’t at the bottom of the list is because Gabe has a very good reason for being here (getting Lian’s vaccine), giving the player a good incentive to keep going; she helped Gabe out so much, so now it’s only fair that he help her in return.

Best story element: Having to kill agency scientists to stop the alarm from being raised. They’re innocent and don’t attack you, but Gabe has no choice but to kill them to avoid being overwhelmed and captured. It’s a good – if uncomfortable – example of how protagonists sometimes have to be ruthlessly pragmatic in order to achieve a greater goal.

16. Volkov Park

Compared to it’s predecessor, SF2 features some genuinely creepy, almost horror-inspired levels, and a prime example is Moscow Park with it’s spooky, moody atmosphere of running through a park in the dead of night during a snowstorm. While the level itself is a straightforwards run-and-gun mission that has you trying to catch up to Yuri while under attack by his goons, the atmosphere is what makes the level memorable.

Best story element: Taking on several snipers in the middle of the night in a snowy forest with a night-vision-equipped rifle.

15. Colorado Interstate 70

Having made it to the freeway after their transport crashed, Gabe and Chance now have to make their way further down the mountain to escape. As a breather level after making it through the hospital, The interstate doesn’t have any real standout moments, but it helps build up Gabe and Chance’s camaraderie.

Best story element: If you’re killed during the mission, the Agency goons stop shooting at both you and Chance, foreshadowing that he’s secretly working with them.

14. New York Sewers

What’s a modern-day spy game without a journey into some sewers? SF2’s penultimate level has Gabe and his partner Teresa going through some of Manhattan’s sewers on their quest to finally kill Agency leader Stevens… but they’ve to go through an army of infinitely respawning Agency mooks before a pitched and tense fight in a parking garage, where Gabe finally ends Stevens for good, ensuring a happy ending for everyone!… right?

Best story element: Killing Agency leader Stevens is so satisfying, but nothing can top learning that Chance, your ally from the first third of the game, is actually a traitor who’s been working for the Agency from the beginning, and is the one ultimately responsible for Lian being captured and so many deaths, including his own men. Yet, as he points out, he was just doing his job as an Agency operative and asks Gabe how many men he killed to get this point. It’s a perfect example of an antagonist justifying their actions (rightly or wrongly) and correctly pointing out that the protagonist has done a lot of morally questionable things, too.

13. New York Slums

Having finally escaped from the Agency’s labs, Gabe now has to flee through the slums of New York City to reach safety and save Lian’s life. Of course, it won’t be easy, as not only is the Agency deploying legions of photocopied goons to stop him, but the police believe Gabe is a terrorist and are after him as well. What follows is a race through city streets, burning buildings, and fighting off everyone who wants you dead. After the stress of the previous two Bio-lab levels, the slums are refreshingly straightforward.

Best story element: Gabe comes to the rescue of a police officer pinned down by Agency goons, but instead of thanking him and letting him go in gratitude, she still tries to carry out her duty and arrest him, a nice subversion from how said rescues usually go in these kind of games.

12. Aljir Prison Break-In

Unquestionably the most tense stage in the Syphon Filter trilogy, Aljir prison is a bleak, depressing, gloomy, and intense level that has Lian sneaking through a Russian maximum-security prison to free the real Yuri from being executed in an hour. This level is pure stealth, where one mistake results in an instant game-over. While other missions that rely heavily on this type of gameplay are frustrating, the unexpected horror-style atmosphere of this level (just listen to the music) make it stand out, and finally making it to the very end is an incredibly rewarding experience.

Best story element: making it to the very end of the level, only to learn that Yuri’s execution has suddenly been moved up, leaving Lian with just one minute to reach him before he’s fried to a crisp, ramping up the tension even more.

11. Aljir Prison Escape

You thought sneaking into Aljir Prison was tough? Try breaking out! Having rescued Yuri, Lian now has to fight her way out of the prison while protecting Yuri. Thankfully, stealth is largely dropped here, and you get the satisfaction of being able to shoot your way out, taking out the sadistic guards responsible for running such a horrible place, a cathartic experience if there ever was one.

Best story element: Finding your way blocked by some crazed prisoners with guns. While you’re responsible for setting them free, they don’t care, and will kill you as quickly as they would the guards, forcing you to take them out non-lethally in order to proceed.

10. Colorado Mountains

Having survived his C-130 transport being shot down over the Colorado Rockies, Gabe has to rally the surviving GI’s who flew with him, and start his way down the mountain while under attack by the Agency. Though it’s the lesser of the three opening missions for the PS1 trilogy, the Rocky Mountains do a good job of establishing the stakes of what Gabe will face going forward, as well as increasing the difficulty compared to the opening level of SF1, letting players know that things aren’t going to be as easy this time around.

Best story element: Gabe rallying the surviving GI’s and working to keep everyone’s spirits up. While it isn’t long before the shooting starts, it’s refreshing to have Gabe focused on helping others instead of having to get into fight after fight like most of the other levels in the series

9. Industrial District

Syphon Filter doesn’t do too many urban levels throughout the three PS1 games, but Moscow’s Industrial District are easily the most unique: having escaped Club 32, Lian chases Yuri through the streets of Moscow, which includes fighting on the streets, avoiding getting run over by cars in alleys, jumping from rooftop to rooftop, and dodging headshots from Yuri while chasing him into a park. It’s a solid, action-filled level with more catchy music.

Best story element: Having to act fast to avoid being crushed by a car in an alley when you have nowhere to hide.

8. Volkov Park – Gregorov Fight

Remember having to stop Mara Aramov from killing Phagan in the last game without killing her? SF2 revisits the concept, only this time it’s harder: having been cornered by Lian in Moscow’s Park, Yuri decides to turn and fight to the death, forcing Lian to stop Yuri without killing him. How do you do that? Shoot out all the lights, sneak up to Yuri in the dark, and taser him. But even then, Yuri can still sense and kill you if you’re not careful, but oh is it satisfying to finally taser the bastard after he’s spent the last three levels making your life miserable.

Best story element: Learning that ‘Yuri’ is actually an imposter, making you see the events of the past three levels in a new light.

7. Pharcom Expo Center: Ancient China Exhibit

This new wing of Pharcom’s museum has Gabe and Teresa involved in a race to stop the Agency’s second-in-command, Morgan, from detonating bombs to send the whole place up in flames. After protecting Teresa while she disarms said bombs, the climax features Gabe facing off against Morgan, who’s armed with an M-79 grenade launcher. While the first half of this fight involves just staying out of Morgan’s line of sight while he does the standard bad-guy monologue, the second half requires Gabe to actually take him out. One mistake, and Gabe gets a grenade to the face. The tension’s high, the pace is swift, and it’s one of the series’ most intense boss battles.

Best story element: Taking on a boss who dies as easily as anyone else, but who has a weapon that can kill the protagonist in one shot, leaving no room for error.

6. Bio-Lab Escape

Compared to the long stealth sections of the prior level, escaping the Agency’s bio-lab is refreshingly straightforward… but it’s anything but easy. You’re being hunted down by Agency goons wearing head-to-toe bullet-proof body armor, the place is in lockdown, and even at the very beginning you’re faced with one such goon and no way to kill him… unless you shoot the glass beakers on the table in front of you, causing them to explode, which the game doesn’t even hint is possible. Thankfully, the rest of the mission is more enjoyable, and a great example of escaping a sealed underground base, faced with nearly insurmountable odds, and fighting your way to freedom.

Best story element: Gabe – having no other way forward – is forced to leap into a large air vent to grab onto a tiny opening two stories below. One slip-up, and he’ll be chopped into bite-sized pieces by a giant, unshielded fan right below him, making it a nail-biting drop (and demonstrating Gabe’s incredible grip-strength)

5. 1-70 Mountain Bridge

In my opinion, this is one of the best levels of the Syphon Filter series, and one of the more clever ones: you have to stop the Agency from blowing up a bridge on the mountains to trap Gabe and his GI friends so they can be saturated with nerve gas. To accomplish this, you have to sneak around said bridge, quietly eliminate Agency goons and their commanders, and disarm bombs without being seen, as doing so will result in the bridge being blown up immediately. Not only that, but you also have to make your way along the bridge’s girders, where one fall will result in death as well. And then, after all that, you have to save two GI’s from being killed by Agency goons by shooting said goons with a single bullet to achieve a double-headshot. And THEN you have to take on one last convoy of Agency goons before finally escaping… and being blown off another bridge.

Though this is a very tough level, saving the bridge and making it to safety makes you feel like a badass more than any other point in the game… oh yeah, and the music here is also cool.

Best story element: A tie this time around:

  1. The protagonist facing off a numerically superior enemy force and stopping them from doing something terrible without them being aware that you’re there that saves not only you, but others as well.
  2. Gabe somehow falling at least 15 stories onto a moving train and surviving without a scratch. Totally impossible, but funny at the same time, and continuing the series’ tradition of him falling fatal distances without a scratch.

4. United Pacific Train 101

After several levels of stealth, trial-and-error gameplay, and countless mission restarts, Pacific Train 101 is a breath of fresh air where all you have to do is make your way to the front of said train and gun down any goon who tries to stop you. There’s no stealth, no mission parameters, and no one you have to save or protect. It’s just good, old-fashioned running and gunning with a kickass soundtrack.

Best story element: Gabe rightfully calling an Agency mook an idiot for throwing a hand grenade onto a fuel car less than ten feet in front of him.

3. United Pacific Train 101 – Part 2

Essentially the previous train level, only now there’s a time-limit, which gives you an extra incentive to reach the front of the train before it crashes.

Best story element: Gabe leaping from a moving train onto a helicopter as the train plunges into a canyon. Awesome!

2. C-130 Wreck Site

Finally arriving at the C-130 crash site, you need to retrieve the data disks required to help save Lian’s life. But getting to them won’t be easy: the Agency has reached the site first and has deployed some of their best soldiers to stop you, requiring you to use all your combat skills to make it through, culminating in a desperate fight to stop Archer from escaping the site with the disks while he hangs underneath a helicopter that’s flying away. And to top it all off, the PS1’s graphic limitations makes it look like you’re fighting not through a crash site, but hell itself, and it’s here that you’re introduced to the series’ most pulse-pounding music. A hard level, but intense and fun.

Best story element: Stopping an important adversary who’s not only hanging from a helicopter that’s flying away, but who’s wearing body armor, forcing you to either tear through said armor in a nonstop barrage of bullets, or take him out with an incredibly well-aimed headshot.

1. Syke’s Parking Garage

Sticking the landing of any story is difficult, doubly-so for video games. The final level needs to be a culmination of your experience and offer something engaging to finish the story, and SF2 nails it with what is, in my opinion, the best boss fight in the series. Chance, your so-called-friend who was actually an Agency mole, is out to kill you after having murdered Teresa. Problem is, his body armor is so thick that not even grenades can pierce it. Defeating Chance seems impossible at first, but eventually you’ll realize that you can use the VAS-12 automatic shotgun to knock him back into your helicopter’s blades, slicing him to ribbons (and if your timing is perfect, doing so after he taunts you by yelling, “Is that the best you can do, Gabe?!”).

Though it’s the shortest level in the game, Chance’s boss fight has it all: A neigh-invulnerable foe, emotional stakes, incredible music, and forcing a protagonist to find an a creative way to defeat a foe when raw firepower won’t work. It’s the best level in the game, and one of the best in the series, and a perfect way to end Syphon Filter 2.

Best Story Element: Fighting a former friend turned traitor who massively outclasses the protagonist in every way, yet still emerging triumphant.

Come back next time, when we’ll take a look at Syphon Filter 3, the last game in the Playstation 1 trilogy.

Why Morbius is the greatest film of all time

April 1rst, 2022 will be remembered as the day when the human race reached its peak, for that was the day when Morbius was released in cinemas worldwide, earning over a trillion dollars within a week and an astonishing 302% approval rating on Rotten Tomatoes from both critics and audiences. North and South Korea ended their decades-long feud as border guards abandoned their posts to go watch Morbius; police officers and criminals put aside their differences to sit side-by-by side in theaters, and families depleted their life savings, their children’s college funds, and sold their houses and cars to buy enough tickets so they could see Morbius thousands of times.

I, too, am one of those who fell under Morbius’ spell: ever since the film was released on home media, I have spent 23 ½ hours a day, every day, analyzing Morbius. Existing sorely on Morbius-themed popcorn and Morbius energy drinks, I have pored over every single frame of Morbius, analyzed every word, the camera angles, the use of color and framing, stopping only to sleep for fifteen minutes and spare a few seconds every now and then on other articles for my site. But all my efforts have paid off, as I have concluded that Morbius is the movie of all time, a movie that will still be watched and celebrated hundreds of years from now. The elderly, on their deathbeds, will ask their loved ones to play Morbius again so that they can depart this life watching the living vampire declare, “It’s Morbin’ time!” and children will frolic and play with actors in Morbius and Milo costumes in Morbinland theme parks.

While I will not live long enough to see that joyous future, my work spreading the word of the morb is not yet completed, for there are six people on Earth who think that Morbius is really a mediocre vampire superhero film. Thankfully, I am here to show them the light and prove that Morbius is the greatest film in history by comparing it to the previous greatest film of all time: Citizen Kane. For decades, snobby film critics and the Hollywood elite have beaten into film students and the common folk that Citizen Kane is the greatest film of all time, a most laughable claim if there ever was one, and a claim that I will now show to be 100% false by comparing the two films in several categories, such as the title, poster, plot, main characters, side characters, antagonists, conflict, cinematography, special effects, music, best scene, ending, and cultural impact. You may think this will be no contest, and you’re right: Morbius is going to win by a landslide.

To begin, let’s do a quick summary of both films:

1. Morbius is a 2022 film directed by acclaimed Swedish filmmaker Jorge Daniel Espinosa that follows the saga of a doctor-turned vampire as he struggles to remain his humanity while battling to save New York City from his best friend who has also turned into a vampire.

2. Citizen Kane is a 1941 film directed by a frozen peas spokesperson that follows the saga of why some old dead guy liked a sled so much.

Let the battle begin!

Title:

A movie’s title can sometimes make or break a picture, for it has to grab perspective viewers and give them an idea of what the film is about. Good examples include, Star Wars, The Lord of the Rings, The Towering Inferno, and Sharknado. Compared to these evocative titles, both Citizen Kane and Morbius are lackluster: Citizen Kane implies that the story is about some citizen named Kane, and Morbius gives no clue what it’s about. But by being similar to ‘morbid,’ it suggests something dark, yet mysterious, resulting in a curiosity that draws people in to find out what it’s about.

Winner: Morbius

Poster:

Citizen Kane’s poster shows some guy looking down at a woman. There’s no hint about what the movie’s about, and the marketing team had to resort to telling us that the movie’s terrific and everyone loves it! But ask any literary agent and they’ll tell you that a great story doesn’t need anyone to tell you it’s terrific, and doing so is a sign that the creators know their work isn’t actually terrific.

Morbius’ poster doesn’t resort to telling you how terrific it is: it shows instead uses a stylish teal and black color scheme, and the image of a man who’s both a man and a snarling man-beast to instantly grab your attention, informs you that a new Marvel legend has arrived, and uses the color red on the title, hinting that whatever is going to happen, there will be blood. Citizen Kane, by comparison, does not have blood, which is why it fails.

Winner: Morbius

Plot:

Citizen Kane’s story follows some reporter named Jerry as he tries to figure out why a dead guy said ‘Rosebud’ just before he died and what kind of man he was. Jerry eventually gives up, never learning what ‘Rosebud’ means. Man, what a loser.

Morbius’ story follows doctor Michael Morbius, a genius doctor who has dedicated his life to helping mankind. One day, while experimenting on a cure for his rare blood condition, he unknowingly transforms himself into a vampire, granting him extraordinary powers, but at the cost of constantly needing human blood. Worse still, his childhood friend, Milo, has also become a vampire. With time running out before he permanently loses his humanity, Morbius must fight to not only stop Milo, but the darkness within.

Winner: Morbius

Main Character:

Citizen Kane’s protagonist is Charles Foster Kane. He was once a nice little kid before becoming really rich and taking over a newspaper and getting an ego the size of a planet and subsequently ruining all the friendships and relationships he ever had before dying alone and reminiscing about a sled.

Morbius’ protagonist is Michael Morbius. Unlike Kane, he is a good man who strives to help those around him, and even when he is turned into a vampire and given extraordinary powers that would allow him to dominate and destroy everyone around him, he refuses to use those powers and tries to get rid of them while simultaneously trying to save his lifelong best friend from the same condition, and a government determined to hunt him down for a murder he didn’t commit. And throughout it all, Morbius constantly tries to do the right thing, no matter the cost to himself, making him not only a hero for our time, but the hero of all time.

Winner: Morbius

Side characters:

Citizen Kane’s side characters are boring. How many of them have become staples in pop culture? Can you name any of them off the top of your head? No? I thought not. Pfffft.

Morbius’ side characters, however, are a complex and wildly interesting bunch. Among them are:

*Morbius’ research assistant, Martine, who’s willing to work with Morbius even after he’s turned into a vampire, and also sacrifices her life to give Morbius the strength he needs to defeat Milo, only to then be resurrected as a vampire herself.

*FBI agent Simon Stroud, a tough, competent, yet fair man who owes his life to Morbius for the artificial blood Morbius invented, which is what allowed him to survive being wounded in Afghanistan. Yet, tragically, he has to hunt down Morbius, seeking to bring him to justice. But unlike so many other fictional, power-hungry or by-the-book agents, Stroud doesn’t compromise his morals to accomplish his goals.

*Alberto Rodriguez, Stroud’s partner, who appears to be nothing more than your typical, bumbling comic-relief sidekick, having no comprehension of feline behavior or how litterboxes work. Yet, he is surprisingly brave and unfazed at the prospect of facing off with a vampire, and shows no fear when the time comes, proving he’s far braver than most mortal men.


*Dr. Emil Nicholas, who helps sick children and acts as a surrogate father to Morbius and Milo, trying to be kind and understanding to both, but unconsciously favoring Morbius, with tragic results.

*Nicque Marina, who only appears a few times as a reporter for the Daily Bugle, who is clearly infatuated with Morbius (making her an audience surrogate for everyone on Earth), but who is dedicated to telling the truth and doing her job.

*Nurse Kristen Sutton, a kind and well-meaning nurse who’s brutal death at Milo’s hands made me cry harder than when Jack turned into a corpsicle in Titanic.

Every face in Morbius, no matter how briefly they may appear, is so memorable that they put every other supporting cast in every movie ever to shame.

Winner: Morbius

Antagonists:

Citizen Kane has only one antagonist: Kane himself, who, while pursing wealth and power, alienates everyone around him and ensures he’ll die alone, the fool.

Morbius faces not only the government during his cinematic journey, but also Milo, his best friend. Though crippled by a rare blood disease that leaves him weak and barely able to walk, Milo is fabulously rich and has helped fund all of Morbius’ work into curing their condition. Yet, when he takes the cure that turns him into a creature of the night, Milo goes on a blood-drenched rampage through the streets of New York City. But despite his viciousness, Milo still genuinely cares about Morbius and wants him to embrace being a vampire, too, so they can be best buddies forever and eventually take over the earth, complete with awesome castles, capes, and being suave, sexy creatures of the night.

Winner: Morbius

Conflict:

Citizen Kane’s conflict revolves around what ‘Rosebud’ means. Can you imagine anything more boring?

Morbius’ conflict centers around Michael Morbius’ desperate attempts to hold onto his humanity after becoming a vampire, while simultaneously trying to stop Milo’s rampage though New York City. Success will mean having to kill his best friend, and failure will mean losing his humanity and leading to the deaths of countless people.

Winner: Morbius

Cinematography:

In the cinematography department, Citizen Kane is surprisingly good, featuring complex camera moves and excellent cinematography with many memorable shots that have stood the test of time.

Unfortunately for Citizen Kane, Morbius’ cinematography is the gold standard for all films forever: besides being in vibrant color instead of boring black and white, Morbius has lots of pretty shots of New York City, highlighting man’s achievement in taming his environment, allowing him to create grand settlements filled with millions of people living peaceful, happy lives. But these shots subtly reminds us that if Morbius doesn’t stop Milo, all of these people will die, giving each shot a subtle menace and dread.

Plus, the film is a masterpiece of a wide and varied color palette, from the 80’s inspired credits, to the white, green, and orange subway, to the aforementioned colorful cityscapes. Plus, thanks to advanced filmmaking techniques, Morbius has many shots of Morbius flying through the sky, fighting Milo in slow motion, and plunging through a half-built skyscraper, shots that the salesman of frozen peas couldn’t even dream of using. And to cap it all off, there’s this awesome shot of a menacing green hallway at night with a vampire hopping around.

Does Citizen Kane have a spooky, green hallway at night with vampires hopping around? Didn’t think so.

Winner: Morbius

Special effects:

Citizen Kane‘s creepy bird is certainly memorable.

Morbius is filled to the brim with breathtaking computer generated images that allow actors Jared Leto and Matt Smith to do feats that are physically impossible, such as displaying enhanced strength, flying through the air, using echolocation, battling through a half-built skyscraper, and even summoning thousands of bats to aid them in battle. Could Charles Kane summon bats to help him battle his enemies on the campaign trail? I think not.

Winner: Morbius

Music:

Can you hum a single tune from Citizen Kane? Yeah, me neither.

Morbius, however, has a swelling, heart-stirring soundtrack, but nothing can top the auditory masterpiece that is ‘Off The Meds’ by EKSE, with it’s timeless, heart-wrenching lyrics:

‘I poop my answer, yes,’

‘Have sex!’

‘Poop my pants’

‘Poop my tent’

Sorry, Bernard Herrmann, but your noble efforts have been morbed!

Winner: Morbius

Best Scene:

To it’s credit, Citizen Kane does have a few memorable scenes that have endured throughout the years, like him talking before a poster of himself, clapping furiously after humiliating his wife like the bastard he is, him whispering, ‘Rosebud’ before dying, and the revelation that Rosebud is a sled.

Trying to pick the best scene from Morbius however, is more difficult than when Hercules embarked on his 12 labors. While I was tempted to go with the now-legendary scene of him saying, “It’s Morbin’ time!” and morbing all over Satan while on top of an erupting volcano, I ultimately chose what will surely be remembered as the greatest scene in movie history: Milo dancing.

Why is this scene the best scene ever? There are many reasons:

1. It has a shirtless Matt Smith doing pushups.

2. The architecture and look of the room, complete with black and white marble, mustard-colored curtains, and ‘color-inverted zebras being shot at by arrows’ wallpaper.

3. The joy of seeing a crippled man finally gaining a perfect, disease-free body and celebrating being able to move pain-free without the need of a walking stick.

4. The music, with its timeless lyrics, such as, ‘I poop my answer, yes,’ ‘Have sex!’ “Poop my pants,’ and ‘poop my tent.’

5. Milo’s dance choreography, which puts every musical ever to shame. Somewhere in the afterlife, Fred Astaire is weeping at both being able to see such talent, and grief that he was not able to live up to Milo’s standards while he was still alive.

There is no competition: Milo dancing is pure cinematic gold. When I one day depart this mortal coil, I want to watch this scene on repeat, with the last words my dying brain ever hears is ‘poop my tent’

Winner: Morbius

Ending:

Citizen Kane ends with Jerry mulling over everything he’s learned about Kane, coming to the conclusion that he doesn’t have a clue what Rosebud means and gives up, presumably to go home and cry while gulping down ice cream to soothe the pain of his failure as both a reporter and a man. And as he’s no doubt eating his way to type two diabetes, we, the audience, see Kane’s belongings being burned, including his beloved sled, Rosebud. That’s kinda sad, I guess.

Morbius ends so heartwrenchingly that I can barely type this without tears staining my keyboard: Despite all his efforts, Morbius is forced kill his greatest friend and end his rampage of destruction before flying off with his bat friends to an unknown future, leaving us to wonder if he has held onto his humanity or given in to his inner vampire… but the mid-credits teaser sequence, in which Morbius teams up with the Vulture – Spider-Man’s greatest, most famous, and most dangerous foe – reveals that he has indeed fallen to the inescapable grasp of evil, and that the noble doctor is no more.

Such power. Such gravitas. Not even Shakespeare himself could craft such a heart-wrenching tragedy.

Winner: Morbius

Cultural impact:

Citizen Kane’s lasting impact on pop culture is to allow professors at film schools to feel special by telling their students over and over that Citizen Kane is the best film in human history. Too bad they won’t be able to do that anymore!

Morbius’ impact on pop culture is difficult to determine, only because it’s been a year since it came out, but all reliable sources say that no other film or franchise will ever have as great an impact on human culture. The output of Morbius merchandise, fan art, fan videos, clothing, theme parks, happy meals, shampoo, and Halloween candy has surpassed Star Wars, Jurassic World, LEGO, and every franchise ever, and will doubtless continue to grow in popularity for centuries to come.

Winner: Morbius

Conclusion:

When we compare the winners in each category, it becomes clear that this is no contest: Morbius clobbers (or should I say, morbs) Citizen Kane in every aspect. Kane, once the pinnacle of cinema, is no longer the king, or even a pretender to the throne. Morbius has come and morbed all over Kane, and is now the king of the mountain, the zenith of humanity’s creative endeavors, and the greatest film of all time, bar none. This movie is what God created us for; our time to ascend to the stars and take our place alongside our peers throughout the cosmos has come, for we have proven that we are worthy of joining them with the cinematic tale of a doctor-turned vampire, leaving Citizen Kane to fade into dust, as it rightfully should.

Now, if you’ll excuse me, I need to go pop some more Morbius popcorn and watch the movie for the 9,528th time. Because it’s just that good.

One Way To Make Terminators Scary Again

One common critique of the Terminator franchise is that after the first two films, each subsequent terminator model (the T-X, T-RIP, T-3000, and REV-9) feels less threatening despite being more technologically advanced than the T-800 and the T-1000.

Why is this? Perhaps it’s because in the first two films, the characters are under-equipped to take on the terminators, and even those who are trained and know about their opponents (Kyle, the T-800) are aware that they aren’t going to win in a one-on-one fight and act accordingly. Their goal is to stay alive and not fight unless there is absolutely no other choice. They’re underdogs, and there’s a very real sense of danger every time they face the T-800 and the T-1000.

Starting with Terminator 3: Rise of the Machines, though, the characters become more willing to fight and are better equipped: in T-3, John, Kate, and the T-850 gain a large cache of weapons. In Salvation, humanity knows about terminators and has the weaponry to take them on. In Genysis, Sarah and Pops have built up an arsenal of weapons over several years and are unfazed to take on the T-3000. And in Dark Fate, Sarah and Grace are battle-hardened warriors unafraid to take on the Rev-9. As a result, the sense of danger is largely gone. The underdogs are no longer underdogs.

There are many ways for the Terminator series to make the terminators frightening again, but I think one important lesson is to take inspiration from, of all places, 1993’s Jurassic Park: the park’s game warden, Robert Muldoon was a big-game hunter armed with shotguns and decades of hunting experience, but even he was scared of facing velociraptors, only doing so when he had to. If the Terminator franchise gives its protagonists and robotic killers the same relationship, that can help restore the sense of danger and terror that’s faded since 1991… that, and stopping the terminators from just throwing everyone around instead of snapping necks and punching out hearts.

Resident Evil: The Films Ranked

To close out my analysis and summary of the Resident Evil movies, here’s my own personal ranking of each film in the series, starting from the least enjoyable and working its way up to the most enjoyable.

6. Resident Evil

It has three good scenes and two great musical pieces, but no amount of production values, music, or cool sequences can save a generic zombie film with the Resident Evil brand slapped onto it at the last minute. This is a Resident Evil film in name only, and is the most disappointing overall.

Favorite Scene: The laser hallway

Favorite Shot:

5. Resident Evil: The Final Chapter

The Final Chapter feels like the first draft of a script written by someone who wants to end the series on their terms without caring about what came before. Not only is the story filled with retcons that don’t work, it also suffers from disposable characters and awful editing that makes the movie physically painful to watch. However, the film does have some good ideas, some gorgeous post-apocalyptic scenery, and the surprisingly effective ending saves the movie from being a complete failure.

Favorite Scene: The ending, where Alice is given Alicia’s memories and sets out to continue fighting the undead.

Favorite Shot:

4. Resident Evil: Apocalypse

Of all six films, Apocalypse is the one that feels like the most faithful adaptation of the games, due to following the basic story of Resident Evil 3: Nemesis, complete with corresponding characters, monsters, and Nemesis himself coming to life via fantastic practical effects. Plus, LJ – while a walking stereotype – is a welcome source of comic relief. Unfortunately, Alice is at her worst here, acting like a smug high schooler who thinks she’s the toughest girl around and doesn’t give a shit about anyone but herself, going out of her way to steal everyone’s thunder for her own glory.

Favorite Scene: Nemesis attacking the STARS members and sparing LJ

Favorite Shot:

3. Resident Evil: Retribution

Retribution is in the unenviable position of being a commercial for The Final Chapter, and rewatching it knowing that all of the plot points it sets up will never be fulfilled makes it a bittersweet experience. However, it does has a lot of fun action sequences, the greatest variety of locations from any of the films, and the ending is still the best in the series.

Favorite Scene: That awesome cliffhanger ending

Favorite Shot:

2. Resident Evil: Extinction

The most original film of the series, Extinction is a satisfying, post-apocalyptic, Mad Max-style daylight horror film set almost entirely in a desert wasteland, a setting that has never appeared in the games. Coupled with good action sequences, a fantastic third-act fight against Dr. Issacs, and a great soundtrack, it’s a fun film that succeeds at carving out its own identity while staying true to the Resident Evil spirit.

Favorite Scene: Carlos’ sacrifice

Favorite Shot:

1. Resident Evil: Afterlife

The best film of the series is a blast, starting with an exciting assault on Umbrella headquarters before turning into a perfectly-paced siege film with plenty of memorable action sequences, including a fight against the Axeman, who’s my favorite monster from the games, and like Nemesis, was brought to life perfectly, and finishing with a duel against Albert Wesker, the most memorable character in the series. While the cliffhanger ending does prevent the movie from being self-contained and acting as a satisfying series finale, the rest of the film is a great watch, and I always enjoy watching it again and again.

Favorite Scene: The battle between Claire and the Axeman, which is my favorite scene of the entire series. The water, that massive axe, the music, all of it is just perfect!

Favorite Shot:

What We Can Learn From The Resident Evil Series: A Summary

Imagine that the year is 2001, and you’re off to see Peter Jackson’s adaptation of JRR Tolkien’s The Lord of the Rings: The Fellowship of the Ring. You love the books and can’t wait to see them brought to life on the big screen! You get your popcorn, take your seat, eagerly wait as the lights go down… and then watch a movie that follows a bunch of characters you’ve never heard of as they infiltrate a fortress never mentioned in the books. None of Tolkien’s characters appear, and while a few monsters do menace the heroes (orcs, uruk-hai, and a warg), the story ultimately has nothing to do with his books.

How would you feel after the movie was over? Probably infuriated that you got something that has a passing resembles its source material but is more interested in showcasing the writer’s own ideas than the story you paid to see. That’s what the Resident Evil films feel like: a series of movies that had a mountain of material to take inspiration from, but chose to go its own way for better or worse. And while the films were critical failures, they were financial successes, going on to become – for a time – the most successful live-action video game movie franchise, and the most financially successful horror film series in history.

But no matter their financial and critical success, the Resident Evil films were always destined to be B movies meant to provide lots of action and thrills with little to no philosophical musings about the human condition or discussions of morality. And by that criteria, the films largely delivered on what they set out to do, thanks to three things:

1. All the films have simple stories with clear, achievable goals for the characters.

2. They take the basic idea of the games (zombies get lose and have to be stopped before they infest the world) and expand on it (zombies get lose, take over the world, and have to be stopped before the human race is wiped out) in a way that feels true to the spirit of the series, allowing fans to see characters and monsters from said games in new and unique scenarios.

3. They have lots of unique action sequences featuring monsters and characters from the games, sometimes re-created shot for shot.

Yet, for all their success, the films don’t quite reach the height of what they could have been; they suffer from an overarching story that feels disjointed and held together with staples, duct-tape, and Elmer’s school glue when viewed back to back, due to said story being made up film-by-film as the series went along. And while all the elements for great action movies are present, the biggest obstacle holding the films back boils down to one thing: Alice, the main character.

For all the anecdotes listed above, the Resident Evil films have another, unofficial distinction: they’re the most expensive fan-fiction story of all time in that they follow an original character throughout her adventures in the Resident Evil universe. And like poorly-written fan-fiction, said character is a black hole sue whom the entire universe revolves around. Everyone, and I mean everyone, is either:

1. Trying to kill or capture her.

2. Taking orders from her or trying to save her, often at great risk to themselves.

3. Admiring how awesome she is.

Furthermore, Alice is extra-special in-universe because she’s one of only two people in the world to successfully bond with the T-virus without any side effect, the other being Angela from the second film. But then Alice gets a one-up on Angela by becoming the only person on Earth to get psychic powers, and then she gets an army of clones who also has psychic powers, and then she defeats the Umbrella corporation and saves the human race from extinction, sacrificing her life in the process, only to return to life, making her a modern-day Jesus (if Jesus went around killing zombies with guns and psychic powers, that is).

But did you notice something about that description? The established characters from the games – Jill Valentine, Chris Redfield, Claire Redfield, Carlos, Albert Wesker, etc. – have almost no part to play in the fight for humanity. While they may shoot guns and kill zombies, they’re reduced to supporting characters, only existing to help Alice accomplish her quest. If they get a moment to do something cool that has nothing to do with Alice, she’ll swoop in and steal that moment (see: Jill trying to save Becky, Claire trying to defeat the Axeman, etc.).

While she has her sympathetic moments, and ultimately goes from being an unlikable jerk to a heroic clone trying to save the human race, there’s no escaping the fact that Alice is the biggest problem with the Resident Evil films. If she had been replaced with, say, Jill Valentine, and not gotten any special powers, we would have gotten a series that went like this:

Jill Valentine – a cop with the Raccoon City police department – teams up with her allies to fight off a zombie apocalypse, only to learn that their employer, the Umbrella corporation, is responsible for the outbreak. Armed with nothing but guns, their wits, and their determination, Jill, Claire, Chris, Barry, Carlos, Nicholai, Sergei, Leon, Ada, and newcomers Luther, LJ, Rain, Chase, and Betty roam the apocalyptic wastelands, trying to stop Umbrella and save the human race, eventually having to team with their arch-nemesis Albert Wesker in a final, desperate assault that leaves them just narrowly managing to save the human race and destroying Umbrella once and for all, allowing Jill and her friends to begin rebuilding a ruined world.

Doesn’t that sound like a great story? If we had gotten that, it’s my belief that the series would have been better recieved by both fans and critics. But instead, it was foiled by a newcomer who shoves everyone else aside so she can be the messiah. And in that lies the one lesson the ‘Resident Evil’ films offers to writers:

When adapting a franchise from one medium to another, stay true to the spirit of the source material while keeping the focus on established characters instead of newcomers.

While things will inevitably be changed in any adaptation, writers need to still present the story fans come to see. Tell the story from the original book, show, or game, respect said story, and use new ideas and new characters to compliment and support the original, not overshadow it.

Viewing the Resident Evil films years after the series concluded was a fascinating experience for me: I can’t think of any other series adaptation that has good production values, a real sense that the filmmakers were trying hard and learning from their mistakes, but still runs the gauntlet from awful to fantastic (in a B movie way). Most frustrating is that there was always the feeling that the films were always a few inches away from reaching their full potential, and it does happen a few times! Most of the action sequences – save those from the last film – are a lot of fun, the post-apocalyptic world is well done, the monsters are mostly great, and, despite all the changes made, it really does feel like a Resident Evil story come to life… it’s just not the one we should have gotten.

In the end, despite its missteps, the Resident Evil film series mostly accomplishes what it set out to do, in my opinion. It started weak, gradually got better, reached its zenith, then fell flat on its face at the end, but managed to get to its feet and cross the finish line. If you’re a fan of action movies, zombies, horror, and video games, I believe they’re still worth a watch. But most of all, they’re an important reminder that when we, as writers, are adapting someone else’s work, we’re stewards for that story. It is up to us to faithfully adapt it as best we can and respect it, even when we have to make changes. If we deliver a faithful and respectful adaptation, we’ll not only delight long-term fans, but introduce others to a world that they’ll want to explore, guiding them towards the original books, games,and stories, ensuring that a beloved story will earn a new generation of fans and be kept alive for years to come.

Great Quotes About Writing: The Importance of Superman

There are a lot of great quotes about writing out there; these are some of the most insightful, thought-provoking, or ‘ah ha!’ ones I’ve come across.

***

“It’s not just that he’s perfect manifestation of our modern heroic ideal. Superman is a character who essentially casts a purifying light on a cynical world. For both the audience, as well as the fictional world he inhabits, he is someone whose power is great, but his motivations are simple.

He just wants to help.

He just wants to do the right thing.

There’s nothing complicated, nuanced, or elaborate. There doesn’t have to be with Superman. He is just a big, strong boy scout. He’ll engage in an epic, multiverse-spanning fight Darkseid one day and save a cat from a tree the next. Both are equally important to him. He doesn’t even see it as being a hero. Being good, being kind, and doing the right thing is just part of who he is.”

-Jack Fisher, describing what makes Superman such a great character

The above is a snippet of a post by author Jack Fisher on his official blog regarding the departure of Henry Cavill from his role as Superman in the DC cinemantic universe. There’s much more on the full post, where Mr. Fisher eloquently sums up why the character has endured for almost a century in pop culture, and why we need him ever, but this bit is one of the best descriptions of Superman I’ve ever read, and would be something that all writers of Superman – whether in comics, TV, films, or games – would benefit from remembering.

Let’s Talk About What May Be The Ultimate Doomsday Weapon in ‘Indiana Jones And The Dial of Destiny’

After 12 long years, Indiana Jones is coming back to theaters for his final adventure in ‘Indiana Jones and the Dial of Destiny,’ the trailer for which was released a few days ago:

Jokes about Indy whipping kids off his lawn aside, part of the fun after seeing the trailer and reading Empire’s exclusive coverage of the upcoming film is theorizing about what’s going to happen. So far, this is what we know for sure:

*The film takes place in 1969

*The opening features Indy fighting Nazis in the 1940’s.

*Indy’s main adversary is a former Nazi

*Sallah is back

*Indy has a goddaughter

Beyond that though, everything is up for grabs. But after a few days of thinking and brainstorming, I think I might have an idea about what will happen in the film… and if it turns out to be true, then Indy will face his single greatest challenge of his life, and find the fate of Earth in his hands.

To begin with, let’s start with a very interesting quote from Empire Magazine regarding Indy’s nemesis, Jürgen Voller:

“He’s a man who would like to correct some of the mistakes of the past,” teases Mikkelsen of Voller. “There is something that could make the world a much better place to live in. He would love to get his hands on it. Indiana Jones wants to get his hands on it as well. And so, we have a story.”

Considering how the film has long been rumored to feature time travel, this quote seemingly all but confirms that it will be present in some form: After all, what would an ex-Nazi love more than the chance to go back in time and use more modern technology and advancements to give the Nazis what they need to win World War 2?

There’s another hint that this might happen: Empire’s magazine features a special subscribers-only cover featuring artwork inspired by the film. Looking at the picture and Indy’s body language makes me think of a man who is baffled at seeing something beyond his comprehension, like someone who has been transported from his own time to another (notice how Indy’s hair is dark, not white). Perhaps Indy’s watching New York City be morphed into something different; maybe that light is some sort of cosmic wave washing over New York and morphing it into an alternate version of itself due to messing with time?

There is, however, a far more sinister interpretation: What if the light doesn’t represent some sort of time-warping wave, but the Sun Gun? For those who don’t know, the Sun Gun is a hypothetical superweapon that the Nazis were researching as early as the 1920’s. To quote Wikipedia:

“The scientists calculated that a huge reflector, made of metallic sodium and with an area of 9 square kilometres (900 ha; 3.5 sq mi), could produce enough focused heat to make an ocean boil or burn a city. After being questioned by officers of the United States, the Germans claimed that the sun gun could be completed within 50 or 100 years.”

If Voller really wanted to help the Nazis turn the tide of the war, what better way to do it than by spending 24 years researching rocketry, technology, and weapons, and then using time travel to go back and give that research to Nazi scientists, who could then use rocket technology of the 1960’s to leap ahead of the Allies, construct the sun gun, and use it to incinerate Allied cities, armies, and fleets? Nowhere on Earth would be safe, and there would be nothing the Allies could do to stop the Nazis. It’s conceivable that what we’re seeing on Empire’s cover is the power of the sun being used to incinerate Manhattan with Indy watching on, helpless to stop it… unless he uses time travel to make sure the gun is never made.

Of course, this is all speculation, and we’ll have to wait until June 30th of next year to find out if the theory is true or not. In the meantime, here are a few other thoughts:

*What if the train that Indy rides in the 1940’s is the fabled Nazi gold train? He might find something of great importance on it, including research into time travel, or the dial itself. The train appears to be very well-guarded, suggesting that there’s something very valuable on it.

*If Indy does time-travel to a version of a world ruled by Nazis, it’s conceivable that he’ll run into Hitler again, giving him a second chance to either punch him or shoot him. After all, if he restores the timeline, then Hitler will die as he does historically, giving us two Hitler deaths for the price of one!

*Speaking of time travel, if it is involved, we’re likely to see Del Glocke, another Nazi superweapon that will likely be used as a power source, or as a way to find and retrieve the Dial of Destiny.

*Time travel may seem like a cheesy gimmick, but since this is Indy’s last adventure, I think it can be used well if handled carefully: As he nears his 80’s, Indy is seen as an old relic from a different time, someone who has no real place in the modern world. But thanks to his efforts, he manages to save everyone, and can walk off into the sunset knowing that he literally saved the world from being taken over by the Nazis. If you’re looking for a perfect ending for one of the most famous cinematic heroes of all time, it’s hard to top that.

Why ‘Star Trek: The Undiscovered Country’ is one of the best passing-the-torch stories ever told

With the onslaught of legacy sequels we’ve gotten over the past several years that seek to keep telling stories in franchises that should have arguably stayed finished, I was thinking about which ones had a successful passing of the torch: that is, having a new set of characters take over from older, more famous ones, and was drawing a blank.

Then I realized that we have gotten one story that perfectly passes the torch, and it came out over 30 years ago: ‘Star Trek VI: The Undiscovered Country.’

But wait a moment, you might say, none of the characters from ‘Star Trek: The Next Generation’ or ‘Voyager’ or ‘Deep Space Nine’ show up! I would say that you’re correct, and that’s why ‘Country’ works so well: the classic crew get one last story that is focused entirely on them, they get to save the galaxy, the Federation, and democracy without any help from those who will come after them. And when their task is done, they triumphantly sail off into the sunrise (metaphorically speaking) and a journey that began 25 years prior finally comes to a heartwarming end.

Why does this work so well when so many other passing-the-torch stories fail? Because the classic characters have one last adventure all to themselves. They’re not teamed with younger characters the audience isn’t interested in, nor do these newcomers upstage them. The newcomers – in this case, The Next Generation crew – pick up the torch in their first story, and prove to the audience then that they are worthy of carrying it without having to tear down or upstage those who came before.

To contrast ‘Country,’ consider the fourth Indiana Jones movie, ‘The Kingdom of the Crystal Skull’: Indy is accompanied by Mutt, who upstages Indy a few times, helps rescue him, insults him, and infamously almost puts on the famous fedora at the end. Now imagine the same movie, but without Mutt: Indy gets more opportunities to save the day, foil the villains, and do awesome stuff with Marion (and in a perfect world, Henry Jones Sr., Sallah and a grown-up Short Round). At the end, he marries Marion with all his friends present and sets off to a happy and well-deserved retirement. Afterwords, Mutt is introduced in his own movie and given the chance to prove himself worthy of being an adventurer without upstaging Indy or stealing his spotlight.

The lesson here? Let your classic heroes get one last adventure all to themselves before bringing in someone else to keep a franchise going. Let them have their grand finale, their satisfying end, and give their fans closure and the satisfaction of knowing that they saw a great story from its beginning to its end.