My Favorite Fictional Places To Live In

If you could choose one fictional place to live in, what would it be? Would you go live in Hogwarts? A penthouse somewhere on Coruscant? Or maybe getting your very own Hobbit-hole in the Shire is more up your alley? Anyone who’s fallen in love with a book, a movie, or a game has fantasized about living in a particularly loved location; here are ten of my favorites.

10. The Matrix (The Matrix franchise)

Image created by me using Deviantart’s DreamUp AI art generator.

Why I’d love to live there: Wait a minute! you might say; why would you want to live inside the Matrix?! Isn’t it a prison for humanity? Well, the first six were, but the Matrix I’m referring to would be one that takes place after the film series, where humanity is aware that they live in virtual reality, but they and the machines are no longer at war. While the machines work to rebuild the surface of the Earth to make it inhabitable for humans again, humanity chills out in the Matrix to give the machines the power they need, and thanks to their world being virtual, people can now alter it so that they can choose how they look, what clothes they wear, and have increased physical abilities, including – if you’re lucky – flight! And since real estate isn’t an issue, humanity could finally reach a state where everyone is housed and poverty is eliminated forever. Yeah, it may be all digital trickery, but as Morpheus pointed out, your mind would make it real.

Potential drawbacks: While I think everyone would love being able to bend the laws of physics, the possibility of people abusing these new abilities is very high. While most people would be content to be able to fly around in the digital world, abusers, criminals, sociopaths, and bullies would abuse their new powers, and conflicts could become even more dangerous than they are now. So while the Matrix would be very cool, it could also be very dangerous.

9. The Enterprise D (Star Trek: The Next Generation)

Image: Paramount Pictures

Why I’d love to live there: The Enterprise D is a huge spaceship filled with all the wonders the 24th century has to offer, including one of the greatest fictional devices ever created: the holodeck, a place where almost any fantasy you can dream up can come to life. And when you’re not living out your favorite daydreams, you can visit the arboretum, watch the stars from Ten Forward, enjoy a stroll through the ship while listening to the hum of the engines, and visit the onboard dolphins. (No, really, there are dolphins on the Enterprise.) Accommodations are nice, too; if you can snag one of the officer’s quarters, you get a lovely view of space and funky iridescent bedding! Coupled with the ship’s enormous size, and the timeless 80’s sci-fi design, you’d have a nice place to call home.

Potential drawbacks: As Q so memorably pointed out, space is no place for the timid: Being assimilated by the Borg, being dissolved by giant crystal entities, encountering space anomalies that turn you into monkeys or trap you inside a never-ending time loop, and any other number of galactic hazards are some of the things you might encounter, so if you want to live on the Enterprise, maybe do so when it becomes a museum ship.

8. The Glass Tower (The Towering Inferno)

Image: 20th Century Fox/Warner Bros.

Why I’d love to live there: The Glass Tower is, in my opinion, one of the most beautiful skyscrapers ever to appear in film. Not only is the gold exterior a beautiful, simple, timeless look, but the interior has a wonderfully charming 70’s decor, right down to the interior elevators. But the big perk is the views: no matter where you live in the tower, you would get breathtaking views of the city, the bay, and the surrounding areas.

Potential drawbacks: Well, there is the itsy, bitsy, tiny fact that the tower catches on fire due to faulty wiring due to cut corners and cost saving measures during construction. And considering that the tower is in San Francisco, your monthly rent would be about 18 trillion dollars. So unless you magically get a free, lifetime lease, you’d have to be quite rich to live there.

7. Mêlée Island (The Secret of Monkey Island)

Image: Lucasfilm Games

Why I’d love to live there: As a night owl, the never-ending nightlife of Melee Island (It’s always 10 PM), is a big plus for me, as is the peaceful town and wilderness to explore: nothing can hurt you here, there are plenty of shops to visit, and the island’s vast forests are beautiful to walk through without fear of wild animals and other threats.

Potential drawbacks: As this is also a pirate town in the 1700’s, you don’t have things like electricity, the internet, movies, or TV shows to keep you occupied on Melee Island, so once you’ve explored and seen everything, there’s not much else to do.

6. Equestria (My Little Pony: Friendship is Magic)

Image: Hasbro

Why I’d love to live there: Who says you have to live somewhere with nothing but humanoids to keep you company? Equestria is a land filled with adorable ponies who are happy to be your friend, and there are plenty of places to live with them, from towns to deserts, palaces and islands, and even floating cities, all but guaranteeing that you’ll find somewhere you like. Plus, Equestria is ruled by a benevolent monarch who has ruled it for over 1,000 years without succumbing to madness or becoming a dictator; if only we were blessed with leaders that good.

Potential drawbacks: Magic is real in this universe, and while there are beneficial spells, there’s also plenty of harmful and destructive spells that can brainwash you, turn you into other creatures, or kill you. And despite having lots of friendly ponies to live with, there are also lots of unfriendly ponies and monsters who either want to eat you or conquer the world, and have the ability to do so thanks to aforementioned magic. Oh yeah, and there are flying spiders.

5. Cape Suzette (Talespin)

Image: Disney

Why I’d love to live there: Saturday morning cartoons of my childhood had lots of cool fictional places where adventures took place, but the only one I’d like to live in as an adult would be Cape Suzette from Disney’s Talespin. Set in a fictional 1930’s inhabited by anthropomorphic animals, Suzette is a sequestered, art-deco metropolis nestled in a towering mountain range and a beautiful cove, making it the perfect hub for the adventurous type. But the biggest draw is the apartment of Rebecca Cunningham:

Image: Disney

Even as a little kid, I thought her place was incredible, and as an adult it’s a strong contender for the most beautiful fictional apartment I’ve ever seen. Assuming money wasn’t a problem, this is where I’d love to live!

Potential drawbacks: Aside from being the only human in the city, you’d have to contend with raids by air-pirates, and every trip outside of the city’s boundaries is fraught with danger. There’s also the fact that the city’s de-facto ruler is a ruthless tiger who isn’t afraid to do anything and everything to increase his own wealth and power, so if he decided to ruin your life, there’s a strong chance he could get away with it.

4. Valinor (The Silmarillion/ The Lord of the Rings)

Image: Amazon Studios

Why I’d love to live there: Valinor, the land of Middle-Earth’s gods, is one of the most fascinating places to me in JRR Tolkien’s universe, and the one place I’d love above all others to visit, or, better yet, live in: being free from evil, you could explore all its wonders, from the tallest mountains in existence, to the most majestic trees in creation, and the magical Gardens of Lórien, the most beautiful place in all of Arda. And if you wanted to, you could even visit the Halls of Manwe, the dwelling place of the dead; that sounds fun, right? But one of the most amazing draws would be living amongst elves and the gods themselves, beings who helped shape and create Arda and have seen the creator god – Eru – face to face.

Potential drawbacks: It’s said many times throughout Tolkien’s mythology – and by Tolkien himself – that mortals cannot live in Valinor because their lives would be greatly shortened due to the overwhelming magical power of the island, and they’d die cursing that they alone aged while everything around them seemed to never change. Yet, Frodo, Sam, and Gimili lived there in a state of peace and healing, suggesting that mortals can stay in the blessed realm if they accept death and don’t seek immortality. Thus, any would-be-mortal-resident would have to decide if living among elves, gods, and all their wonders is worth a greatly-reduced lifespan.

3. Dinotopia (The Dinotopia series by James Gurney)

Image: James Gurney

Why I’d love to live there: IT’S A UTOPIA WHERE HUMANS LIVE SIDE BY SIDE WITH DINOSAURS HOLY S**T THAT IS AWESOME.

Ahem; sorry.

To tone down my inner child, Dinotopia is one of the most wondrous, peaceful, utopian places I’ve ever found in fiction. A place where dinosaurs have survived to the present day and live peacefully with humans in cities, towns, jungles, mountaintop temples, and seaside communities, all brought to life by James Gurney’s beautiful artwork. For children and adults alike, it’s a place so many would love to call home, myself among them.

Potential drawbacks: Encountering carnivores who are not afraid to embrace their more savage side. Thankfully, you have to go out of your way to encounter them, so the threat is minimal, meaning that most of Dinotopia is one of the safer places on this list.

2. The Culture (The Culture series by Iain Banks)

Image created by me using Deviantart’s DreamUp AI image generator

Why I’d love to live there: When it comes to utopias in fiction, The Culture is arguably the one that probably gets closest to making one that you’d actually want to live in: A highly advanced, post-scarcity society where benevolent AI’s keep society running allowing citizens of the Culture to do literally anything they want, as long as it doesn’t hurt or harm other individuals. With a high value on personal liberty and freedom, as well as technology that allows individuals to live up to 400 years (or even longer), people living in the Culture have it made: You can pursue all your passions, dreams, and hobbies as much as you want without worrying about having to pay the bills. Sweet!

Potential drawbacks: While the Culture does run into occasional problems and even more advanced civilizations dwelling in the cosmos, there really aren’t any hazards or drawbacks its citizens have to worry about; some would say that the Minds (the aforementioned AI’s that keep the Culture running) run a surveillance state, even if it is a completely benevolent one, but when you look at all the benefits the Culture’s technology can offer, and almost unlimited freedom everyone enjoys, the Culture is as close to an earthly heaven as you can get. And speaking of paradise…

1. Heaven

Image created by me with Deviantart’s DreamUp AI image generator

Why I’d love to live there: While we will likely never know for sure if there is continued existence after death (though considering the volume of near death experiences and other otherworldly phenomena reported throughout the centuries, I’m in the ‘there’s probably something after we die’ camp), Heaven, as seen in countless books, movies, TV shows, and video games, would be the absolute perfect place to live: a realm of peace, joy, and bliss, where all your dreams can come true, and where you can live without any of the negative parts of Earthy life, like death, aging, paying the bills, late-stage capitalism that puts the acquisition of money above human well being, etc. Plus, assuming the Supreme Being is benevolent and all-loving, you can chill out with God; who wouldn’t want to do that?! (I’ve always loved how in the book, ‘David Vs. God,’ you can even go surfing with God!)

There are countless versions of Heaven in fiction, but I especially like the version presented in the online webcomic, ‘The Order of the Stick,’: essentially, you get to enjoy every earthly delight you want, and when you’ve had your fill you get to go further up into Paradise to greater and greater joys.

Potential drawbacks: Depending on the rules of which universe you’re in (such as the movie, ‘What Dreams May Come’), the worst part of living in Heaven is the possibility that your loved ones don’t make it in, which would make living there hell. But since stories featuring getting into Heaven at the end tend to be more on the positive side, the odds of that happening are low, and the possibility remains that said loved ones can still eventually get there, even if they have to be rescued/fight their way out of Hell/the Underworld, etc.

Those are my favorite fictional places to live in; what are yours? Tell us your favorite fictional living places in the comments below!

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.

Revisitng The Syphon Filter Series: Part 1

The 90’s were a magical time for video games: At the beginning of the decade, we had 16 bit consoles and ended the decade with the PlayStation and CD’s. It was a transition from 2D sprites to 3D worlds, and with that transition came many franchises that stuck with the kids and teenagers who, in a way, grew up with them.

For me, the franchise that stuck with me the most wasn’t Super Mario, Metal Gear Solid, or Resident Evil, but Syphon Filter, a third-person action adventure series that followed secret agent Gabe Logan as he traveled around the world in a race against time to stop a deadly virus that, if released by its terrorist creator, Eric Rhomer, could kill millions. For my teenage self, it had everything: An awesome protagonist with a badass voice, a gripping story, great gameplay, cool guns, incredibly catchy music, and some highly creative and unique scenarios that the player encounters when going through the levels.

I’ve been meaning to revisit the Syphon Filter series for a while now to take a look at it from a writer’s perspective. But instead of your typical retrospective that would focus on the story, the characters, and the gameplay, I figured I’d try something different. As much as I enjoy the story, it is a standard secret-agent, espionage story with evil agencies, double-crossings, conspiracies, and the like. Therefore, instead of doing my usual analysis of what works and doesn’t work in each game, I’d like to go through the games and look at their levels instead and see what unique moments, hooks, and ideas they have. Today, we’ll start off with the first game in the series, 1999’s, Syphon Filter. And to mix things up a little more, we’ll go through the levels in order of how I enjoy them, from least to best.

20. Stronghold Catacombs

Syphon Filter’s least enjoyable level has you start off sneaking after some killer monks to save elderly, morally bankrupt CEO Phagan from being murdered, then doing a dreaded escort mission for said CEO through endless identical, ugly tunnels, and then do another escort mission to save Lian Xing, your partner you thought was dead. Though it’s nice helping her bust out of prison, the level’s size, ugly visuals, length, and having two escort missions makes this the game’s least enjoyable level.

Best story element: Learning that a partner who you thought was dead is actually alive and rescuing her (and unlike the morally bankrupt CEO, she actually has a gun and can defend herself, making your job easier).

19. Pharcom Elite Guards

This is pretty much a repeat of the Warehouses level (see the next entry), but harder. Plus, it’s much more of a maze this time around, and the Pharcom guards are now focused on you rather than Rhomer’s men, meaning you’re under fire constantly throughout the mission, and all of them wear flak jackets, meaning they require a headshot, leg-shot, or explosives to take out. Plus, finding some of the dead bodies you’re supposed to tag is a pain in the butt.

Best story element: The revelation that the silo you’re heading to holds a massive missile that was supposedly retired decades ago. When combined with all of Pharcom’s stuff being shipped here, it becomes clear that there’s something much bigger and more dangerous going on than you initially thought.

18. Pharcom Warehouses

The race to the finale of the game begins here, with Gabe having to fight his way through an enormous warehouse district to reach a well-hidden missile silo, all the while having two factions of enemy mooks (Pharcom guards and Rhomer’s men) fighting each other to death while ignoring you (unless you get too close). The level works at nailing the feel of an urban warzone, but the bland colors, ugly warehouses, and having to find multiple dead bodies doesn’t make this much fun to go through.

Best story element: Being involved in a three-way race to reach something important (the missile silo) while two of the three factions are more focused on fighting each other than you, all while having lost contact with the outside world.

17. Silo Access Tunnels

While en-route to Rhomer’s missile silo, you have to make your way through some abandoned mining tunnels that are swarming with his elite soldiers. The best thing about this mission is the spooky ambience of going through abandoned mining tunnels while being outnumbered by well-armed and armored soldiers.

Best story element: Making your way through a dark and creepy underground hideout with highly-skilled mercenaries trying to kill you, and being completely cut off from outside help.

16. Stronghold Lower Level

As a continuation of the previous level (see entry number 14), not much is different here: the atmosphere of a massive, abandoned cathedral is suitably gothic, saving the lives of innocent people infected by the Syphon Filter virus is still satisfying, and leaping through a massive, stained-glass window is cool (though how Gabe does it without being sliced to ribbons or breaking his legs on impact is never explained), but the level’s enormous size does start to wear down on the player after a while.

Best story element: Leaping through a large, ornate, stained-glass window to escape a cathedral is a great visual.

15. Base Bunker

A classic example of ‘continue your mission despite everyone knowing where you are,’ this level has Gabe trying to get through a dark tunnels to find and catalogue some missiles, all while being hunted by a constant stream of guards and death lasers without having any idea of where he’s going. What works well here is the fear of not knowing what’s around the next corner: it could be a set of lasers or a set of guards, but you have to keep pushing through, no matter what.

Best story element: Having to accomplish your mission in an area you know nothing about while constantly being hunted, and an entire base knowing where you are.

14. Rhomer’s Stronghold

Previous levels in the game featured a modern city, a museum, and a military base, which makes going to an abandoned cathedral a surprising change of scenery. The Gothic atmosphere, enormous layout, and appropriately moody music sets the stage well, and saving innocent test patients is a welcome break from gunning down hundreds of terrorists. Plus, there’s the humor of taking on monks armed with machine guns and shotguns. The downside is that this is a huge level with a lot of stuff to do, and it’s frustrating to reach the end, only to have to backtrack to find the one sick patient you missed.

Best story element: the novelty of going through a massive, abandoned cathedral that’s been turned into a stronghold by a terrorist, complete with monks with machine guns. But the best part about this level is revisiting it after a surprising plot twist later in the game (see number 2 on this list).

13. Rhomer’s Base

Every spy thriller has to include the infiltration of an enemy base at one point (it’s like a law, or something), and this level makes good use of all the tropes: a lone agent has to infiltrate a military base at night in a snowstorm, plant explosives at key locations, assassinate the base’s commander, turn off the power to the base’s bunker, and sneak inside said bunker without being seen. While the mission will continue if he is, it will become a lot harder, as many frustrated teens from the 90’s joining Gabe in yelling, “Damnit!” can attest.

Best story element: Having to sneak through a military base unseen; if you can pull it off all the way to the end, it’s an awesome feeling.

12. Expo Center Reception

Aside from having one of the game’s catchiest themes, the Pharcom Expo Center Reception is a good level that takes advantage of its museum theme to present a variety of themed locations to go through, from Stonehenge, to Egypt, to the Aztecs, and even outer space. But the best part of this mission takes place early on, when you learn that your commanding officer, Benton, is secretly a traitor working to get his hands on the Syphon Filter virus, leading to a duel between you and him in the Egyptian wing.

Best story element: Taking on your former boss, and (if you’re a quick enough shot), shooting him in the head before he can do anything, making for a hilariously one-sided boss fight.

11. Expo Center Dinorama

This level offers more of the same as its predecessor, but adds in two great moments: falling through a massive glass ceiling (and once again, not explaining how Gabe can survive a fall that would otherwise kill you in any other part of the game), and a truly great dilemma at the end: Gabe finally catches up to Mara and Phagan, both of whom he needs alive to interrogate. The problem is, Mara will kill Phagan, and Gabe has to figure out how to stop her when he can’t kill her. The solution? Shoot the gun out of her hand; while Phagan escapes, Mara is stopped, allowing Gabe to capture her. (You could also tase her, but it’s nowhere near as cool.)

Best story element: Having to stop one character from killing another, but without killing them in the process.

10. Base Tower

A short but intense level, the Base Tower has Gabe face his most dangerous opponent yet: an attack helicopter that he has to bring down using assault rifles, shotguns, and pistols (or, if the player uses cheat codes, a grenade launcher). It’s a challenge to be sure (and one that many have noted bears a very strong similarity to a similar boss fight from Metal Gear Solid), but the level has the first big twist of the game: hearing your partner, Lian, be killed over the radio at the beginning of the stage, and then hearing Rhomer himself mocking you before sending his helicopter after you.

Best story element: An operative hears one of his/her allies be killed over the radio, with him/her being unable to do anything but listen, and then having to fight for his/her life before any grieving can take place.

9. Base Escape

If the entry into Rhomer’s base was a slow, methodical sneaking mission, this level is the opposite: Gabe has just three minutes to escape before all the bombs he planted detonate, turning the base into a crater a mile wide. And to make things more difficult, the helicopter you destroyed has blocked the quickest route out, forcing you to take the long route. It’s a great escape level, where the emphasis is on running over fighting, and any fighting you do has to be quick, lest you run out of time.

Best story element: I’ve always loved that one guard at the base’s gate, the last man standing between you and freedom. And how does this guard intend to stop you? By standing in place and chucking grenades, which you can effortlessly avoid by just running past him. And as the screen fades to black, you can easily imagine the guard realizing that maybe his choice of weaponry was kinda dumb.

8. Freedom Memorial

The ending of the Washington DC levels has Gabe taking on terrorist Anton Girdeux, who is wearing impenetrable body armor, wields a flamethrower, and terrorizes friend and foe alike with his silly french accent. In order to save Washington, you have to kill Girdeux, but his armor is immune to conventional weapons, and using any explosives of any kind will detonate the last viral bomb, making this a test of wits and quick-thinking… which is resolved by shooting Anton’s backpack three times. Do it quickly enough, and you’ll win the fight in less time than it takes to pour a bowl of cereal. Despite it’s rather easy difficulty, it’s a memorable fight.

Best story element: A military operative taking on a powerful enemy with one of the most terrifying weapons ever invented, and with body armor that none of his regular weapons will hurt, forcing him or her to use their wits to win the battle.

7. Tunnel Blackout

While Syphon Filter is an action adventure game, this level is a swerve into horror territory: there are no supernatural monsters or otherwordly happenings, but it starts off creepily enough with Gabe in the flaming ruins of the generator room, complete with twisted metal, beams, and fire. And since you’re deep underground, you can’t just escape back to the surface. The only way out is to drop down a shaft into the pitch-blackness of the mining tunnels. From there, you have to slowly make your way to the level exit while methodically sniping Rhomer’s elite guards using a night-vision equipped sniper rifle. If you take your time, you’ll make it, but even a single missed shot will make things more difficult. (And Heaven help you if you somehow miss the rifle…)

Best story element: An operative has to make his way through a pitch-black location while being hunted with only a single, night-vision equipped weapon and stealth to help him succeed.

6. Washington Park

A massive, sprawling level with an hour-long timer counting down the whole time, this level is a technical marvel considering the PS1’s technological limitations. There’s a real sense of forthcoming danger, and coupled with the enormous size of the park, you’re moving quickly to find the bombs and cover the CDC agents responsible for disarming them, on top of taking out more of Rhomer’s operatives, and even dealing with a hostage situation. I like the sense of teamwork in this level, in that you’re working with the CDC to disarm the bombs instead of doing it yourself, adding to the feeling that you’re working with other people determined to stop Rhomer as much as you, rather than being a Rambo-Superman who can do everything yourself.

Best story element: Someone racing against the clock in a dark and spooky location at night in a rainstorm to help the good guys stop a city-sized catastrophe from taking place.

5. Main Subway Line

This short but intense level is the most unique boss fight in the game: Mara Aramov – one of Rhomer’s allies – has escaped into the Washington DC subway tunnels and must be captured. Problem is, the trains running through the tunnels aren’t going to stop for you, forcing Gabe to chase Mara without getting crushed into paste. Worse still, you can’t use explosives to stop her, as that will cause the cars to derail and make an already bad situation even worse. Though shot, this is an intense and thrilling level that establishes the Syphon Filter’s franchise affinity for unique and interesting boss encounters… and Mara’s incredibly thick skull that allows her to survive being shot in the head time and time again.

Best story element: A chase/duel between two operatives in an active subway tunnel with trains constantly going back and forth, where one mistake will lead to instant death, and using explosives to win is not an option.

4. Georgia Street

Making a good first impression is always important, doubly so in video games, where having a great first level can mean the difference between a player being eager to continue on, or rethink whether they want to spend their limited free time on the game. Thankfully, Syphon Filter does a stellar job with it’s first level, which sees you running through a Washington DC suburb fighting terrorists with goofy eyes and laughably bad aim while helping the CDC disarm viral bombs set to go off and kill everyone within a hundred miles. You go through the streets, through a bar, a bank, and finally a subway, all while learning the game’s mechanics. It’s a solid introduction to the game, and the series as a whole.

Best story element: Fighting terrorists in a variety of urban locations while trying to track down and stop explosives from going off.

3. Destroyed Subway

Aside from establishing the series-wide trademark of Gabe somehow surviving situations where he’d be blown up or die from falling from impossible-to-survive heights, the destroyed subway is probably Syphon Filter’s most visually impressive level: having survived a bomb explosion, Gabe now has to escape from a collapsed subway station that’s engulfed in flames. Not only will you have to take on a few more of Rhomer’s men while doing so, but you also have to help the CDC break in and disarm a viral bomb from the previous level that they never got to. Although still limited by the Playstation 1’s technology, this is still a visually awesome, moody level that’s harrowing and tense and exciting to play through.

Best story element: Still having to disarm an unexploded bomb in an destroyed subway.

2. Warehouse 76

After slugging his way through what feels like the world’s biggest warehouse district, Gabe arrives at the hidden entrance to the missile silo, where he’ll find an elevator that will take him to said silo. The only problem is that the warehouse is on fire and burning to the ground, and with no other way down to the silo, Gabe has no choice but to fight his way through the warehouse. And unlike the subway in Washington, the warehouse will inevitably collapse, killing Gabe if he can’t make it out in time.

While this level is similar to the collapsed DC subway, it has a more urgent and frantic tone, as there’s now a countdown timer to deal with in addition to having to find your way through the warehouse and fight the fools who insist on trying to kill you instead of, you know, escaping the warehouse that’s burning to the ground around them. It’s a tense thrill ride, and one of the best levels in the game.

Best story element: while the trope of a military operative purposefully running into a burning, collapsing building to reach his only way to get to his objective is cool, it’s a revelation in the opening briefing that hits the hardest: remember all those infected people you were saving back in Rhomer’s Stronghold? It turns out the vaccine you were given was actually poison. All of them are now dead because you unknowingly killed them on the orders of your boss, who you had no reason to suspect was anyone but an ally. Yikes.

1. Missile Silo

It’s good to begin well, but better to end well, and Syphon Filter’s final level is my favorite: you’ve made it to Rhomer’s missile silo, but stopping the missile is going to be anything but easy: the missile is about to launch and is impossible to abort, giving Gabe less than a minute to climb onto said missile to retrieve the codes that can detonate it in mid-flight, and then he has only seconds to get to safety to avoid being burnt to a crisp when the missile launches, and then he has less than three minutes to reach the silo’s computer controls to detonate the missile mid-flight, or World War 3 will begin, and THEN Gabe has to face Rhomer, who has impenetrable body armor that not even grenades can penetrate (despite his head and face being completely unprotected), forcing Gabe to find another way to stop him, which ends up being gas grenades.

Though a short level, ‘Missile Silo’ is an exciting finale where all of your skills are put to the test, but in a fun way: you’ve mastered doing headshots, combat rolls, and the K3G4. You’re ready, and finally taking out Rhomer and saving the world is a great feeling, and a great end to a great game.

Best story element: While most scenarios involving world-ending missiles are about stopping them before they launch, Syphon Filter’s revolves around stopping a missile after it’s launched, making the race to stop it even more urgent than usual.

That’s it for the first game, but there are still two more to go: Come back next time, where we’ll take a look at what is commonly regarded as the best entry in the franchise, Syphon Filter 2.

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.

What We Can Learn From The Resident Evil Film Series: Part 6 – ‘The Final Chapter’

It’s the evening of January 26th, 2017. Five years have passed since ‘Resident Evil: Retribution,’ and two friends and I leave the theater, where we were the only people to watch the premiere of ‘Resident Evil: The Final Chapter.” As we enter the lobby, one of the theater employees asks us how it was. I tell him about the film’s ludicrous mistakes, continuity errors, and how it wants us to care about all the newcomers, like Bearded Man, Blue Shirt Girl, That Guy With The Skull Sword, etc., and how it so desperately wanted me to feel sad when Blue Shirt Girl is chopped into mincemeat via a giant fan, despite the fact that she had been on screen for maybe two minutes and I knew nothing about her.

The longer I talk, I realize just how absurd everything is that’s coming out of my mouth to the point where I laugh at realizing I’ve watched one of the worst films in recent memory. Now, having watched the film for the first time in six years, I’m surprised to find that the passage of time has softened my views and made me realize that ‘The Final Chapter’ isn’t bad: it’s hilariously awful.

Join me now as we take a look at the comedic masterpiece that is ‘Resident Evil: The Final Chapter.’

What does the film do well?

It has a cool armored vehicle

Post-apocalyptic films frequently show humanity creating wicked-looking vehicles to help them survive in the wastes, and ‘The Final Chapter’ features a particularly cool mobile command tank equipped with missile launchers, miniguns, hidden compartments for storing motorcycles, nasty spikes, and the ability to communicate with Umbrella headquarters. Granted, all this firepower can’t kill someone driving away from it in a straight line, but it’s still a cool design that almost single-handily destroys the tower Claire and her fellow survivors have taken in, and is a worthy adversary for them to take on in a fight.

It has two memorable villains

Despite being sliced to bits in ‘Extinction,’ we get not one, but two Dr. Issacs in ‘The Final Chapter’: One is a clone who’s an insane religious fanatic, and the other is is the original Issacs, the calm, collected CEO of Umbrella ultimately responsible for the T-virus outbreak, making him the main villain of the entire saga… and unlike other greedy CEO’s, he’s a shockingly good fighter who can hold his own against Alice thanks to some nifty implanted computer technology that lets him dodge bullets, predict what his opponent is going to do, and even heal him after a grenade blasts out his torso, and would have killed her if she hadn’t used her wits to win.

It has the triple-barreled shotgun from the video games

The post-apocalyptic world is a great place to utilize awesome weapons, and what’s better than a sawed-off shotgun? A sawed-off shotgun with three barrels! It may not survive past the movie’s halfway point, but it’s still a cool gun that gets a decent amount of use.

It goes back to where the saga started

‘The Final Chapter’ takes place almost entirely within Raccoon City and the Hive, the locations of the first two movies. For the final film in the series, coming back to where the story began not only gives the story a chance to revisit old locations and reveal new areas within them (such as the cryogenic chamber and that sweet office located beneath the Hive), but to also let the audience reflect on how much has happened since Alice woke up in that shower stall so many years ago, and how she’s changed since her quest to destroy Umbrella began.

It brings back one of the characters from the previous films

Aside from Alice, Wesker, and Issacs, the only returning character from the previous films is Claire Redfield, who is now the leader of the survivors based in Raccoon City. She may not have much to do other than run, shoot guns, and accompany Alice into the Hive, but it’s nice that Alice gets at least one ally from the previous films to help her out, including helping her take on Issacs at the climax.

It gives the Umbrella Corporation a clever motive for everything they’ve done

The biggest revelation of ‘The Final Chapter’ is that instead of the viral outbreak being the result of corporate sabotage and greed, the outbreak was done on purpose: After realizing that Earth was heading towards global catastrophe due to climate change and societal breakdown, Issacs decided to release the virus to ‘cleanse’ the planet so that Umbrella could repopulate it afterwords.

While it may fall apart upon closer inspection (see the entry below on retcons), this revelation not only shows how cold and heartless the Umbrella corporation really is, but also reveals that Issacs is the main villain of the entire series, a man responsible for the murder of billions of people. And shockingly, the plan is… logical. While it’s a horrific, immoral plan that no sane person would dare go through with, it does make sense on a cold, logical level. The best villain plans are ones where the viewer pauses and wonders if they might have a point, and this revelation is an excellent example.

It concludes the series, yet still has an open ending

Unlike so many other franchises (especially horror) that claim to have final chapters, ‘The Final Chapter’ actually follows through on this promise in a clever way: Alice manages to release the airborne antivirus, which will cover the globe and destroy all the zombies, monsters, and undead, saving humanity. The only problem is that it will take years for this to happen, giving Alice plenty of time to continue roaming the earth and killing monsters.

This is a great example of the ‘And the Adventure Continues’ trope: It concludes the series’ story, but lets our imaginations run wild at all the adventures Alice will have as she roams the world (assuming she isn’t eaten by those three bat-things seconds after the screen cuts to black).

What could have been done better?

It could have edited the film so it didn’t look like a 2000’s music video

Here on Imperfect Glass, the focus is primarily on story and characters instead of production values and the physical aspects of filmmaking, but I’ll make an exception to say that the editing on ‘Resident Evil: The Final Chapter’ is awful.

If there was ever a film to showcase why ultra-fast editing with handheld camera shots should be permanently done away with, ‘The Final Chapter’ is it.

It could have not made so many retcons (that don’t work)

Beyond the awful editing, ‘The Final Chapter’ is most notable for featuring numerous retcons that alter the saga’s storyline all the way back to the first movie. While retcons are not a bad thing in and of themselves and can add new and exciting ideas to enhance past events, none of ‘The Final Chapter’s retcons work. At all.

1. In ‘Retribution,’ the Red Queen had taken over Umbrella, gone homicidal, and wanted to wipe out all life on Earth. But in ‘The Final Chapter,’ she still works for Umbrella and wants to help Alice save the last remaining human survivors by bringing Umbrella down.

2. The Red Queen states that she cannot harm an employee of the Umbrella Corporation, forgetting that she killed everyone in the Hive in the first movie. (maybe they were independent contractors?)

3. In ‘Retribution,’ Wesker made it clear that he broke Alice out of Umbrella Prime in order to give her back her psychic powers so she could help him defeat the Red Queen and save humanity. But in this movie, the Red Queen tells Alice that Wesker only pretended to give Alice back her powers, and that his plan was actually a trap in order to kill her and everyone else.

This plan makes no sense. If Wesker really wanted to kill Alice and everyone else who could stop him, then here’s what he needed to do:

-Go with his strike team to Umbrella Prime.

-Plant the explosives and follow team into Umbrella Prime.

-At the first opportunity, abandon the strike team and head back to the surface.

-Detonate the explosives to destroy the facility and kill everyone in it, including Alice.

-Head back to the Hive, enjoy alcoholic beverages, and play Mario Kart 64 to pass the time while waiting for the T-virus to finish wiping out all life on Earth.

4. The aforementioned retcon of Umbrella purposefully releasing the T-virus is a great idea… but the first film clearly shows that it was released in the Hive as an act of sabotage, and subsequently released into the open by idiotic Umbrella operatives. ‘Extinction’ showed that Umbrella was trying to find a way to control the zombies and stop the outbreak instead of just waiting for the virus to do its thing, ‘Afterlife’ had Umbrella kidnapping survivors to use them as test subjects to make even more powerful zombies, and ‘Retribution’ had the Red Queen-controlled corporation trying to wipe out all life on Earth (despite the Red Queen wanting to save humanity).

To be generous, it is possible that while Umbrella high command knew of the plan, their underlings and armies of clones didn’t and were trying to contain and control it, but why make all those clones in the first place? And why would Issacs make not one, but two clones of himself? And if Wesker is part of Umbrella high command, why would he stay awake for the apocalypse and run around instead of staying asleep with everyone else? Wouldn’t Issacs have wanted to keep him under instead of risking Wesker betraying him?

5. The second film established that Charles Ashford created the virus to save his little girl from dying, but this film says that it was actually a man named James Marcus who discovered it to save his daughter from dying. So who was it that ultimately created the T-Virus?

6. Alice says that the US government nuked Raccoon City when it was clearly the Umbrella Corporation that fired the nuke in an attempt to keep the virus under control (and again, if they had purposefully released the virus, why bother trying to contain it?).

7. It’s stated that the T-virus is airborne and infected the world in days after escaping Raccoon City… but at the end of the film, it’s said that it will take the antivirus years to spread to every corner of the globe via the same method. Yes, it traveled faster with jet planes, but it’s still airborne. Furthermore, it’s been established in every film so far that the T-virus is spread via bites from the undead; if the T-Virus is airborne, everyone in the series should have been infected by the end of the second movie and turned into zombies.

It could have brought back the characters from the cliffhanger ending of the last movie and removed all the new ones

Arguably the most exciting idea from the end of ‘Retribution’ was the thought that Wesker, Alice, Leon, Jill, and Ada would join forces to save humanity in ‘The Final Chapter’ after an awesome fight at the White House.

It doesn’t happen, and the battle we want to see is already over when the film starts. Like ‘Alien 3’ and ‘Terminator: Dark Fate,’ which both killed off some of their most important characters in the opening minutes, ‘The Final Chapter’ kills Leon, Jill, and Ada (and presumably, Becky) before ‘The Final Chapter’ even starts. They’re never seen, never mentioned, and Alice doesn’t even mourn Becky, who she fought so hard to save in ‘Retribution.’

Now, while killing off beloved side characters can and often is a bad idea, it can work: Focusing a story entirely on the main character and their attempts to overcome grief and loss while trying to save others is a powerful story idea and give us even more reasons for us to care for them. That could have worked with ‘The Final Chapter,’ had it focused mainly on Alice. Problem is, the film introduces a horde of new characters to work with Alice, and none of them are memorable. We have:

1. Doc, the group’s medic, Claire’s boyfriend, and a traitor who works for Umbrella

2. Post Apocalyptic Leather Guy Who Hates Everyone And Has A Goofy Skull Sword

3. Blue-Shirt Girl

4. Bearded Guy Who Never Talks

5. Guy From Issac’s Tank

6. That Other Guy

The climax of a story is not the place to introduce hordes of new characters: You don’t have time to do it well enough to get the audience to care about them, and the purpose of a climax is to see the characters who have gone on a journey reach its end. We’ve invested time following them and want to see how their story ends. Introducing one or two new characters can be pulled off (Denethor from The Return of the King, for example), but writers need to focus on resolving the journey of those who have come this far.

It could have made Wesker the main villain

As if things couldn’t be more disappointing, Wesker, the suave, smug, and oh so fun to watch villain from ‘Afterlife’ and ‘Retribution,’ is butchered in ‘The Final Chapter.’ Instead of being the ultimate bad guy who everyone has to work together to even stand a chance of defeating, he’s an incompetent adversary who spends the movie giving the Red Queen orders, preparing alcoholic drinks like a James Bond villain, and eventually resorts to waking Issacs up to stop Alice, all because Wesker failed to close a door hours before Alice got even close to Raccoon City.

And then there’s Wesker’s death. In the games, it takes Chris Redfield and Sheva Alomar fighting Wesker to the point of exhaustion inside an erupting volcano in Africa before using two rockets to blow off his head while Wesker was submerged waist-deep in lava to finally kill him for good.

In ‘The Final Chapter,’ Wesker bleeds to death after his foot is cut off by a door.

It’s hard to imagine Wesker dying any more pathetically, short of choking to death on a pretzel; as a refresher, Wesker survived getting his brains blown out in ‘Afterlife,’ and then survived an explosion powerful enough to destroy a city-sized subterranean complex. Having him die in such a laughable manner is insulting to the character. To be fair, killing off such a powerful villain is always a hard task, doubly so if writers have had them survive impossible odds in the past. But while a memorable death scene can be the most satisfying moment of a story, a laughable death scene is memorable, too, but for all the wrong reasons.

It could have had a more memorable final boss fight

The finale of ‘The Final Chapter’ has Alice fighting Issacs to get the antivirus, then running to the surface to release it. While it works fine as it is, it would have been more gripping if Issacs had been replaced by Wesker, and their final fight wasn’t in the laser hallway, but something similar to how Wesker is fought and killed in Resident Evil 5. While putting a volcano underneath Raccoon City wouldn’t make sense, having it take place in an area similar to one of the final boss fights of Resident Evil 6 would work equally as well.

Plus, if the film had brought back Chris, it would have been an opportunity for him to punch a boulder into lava. Goofy, yes, but it would have been a guaranteed crowd-pleaser. But most likely for budget reasons, the final fight is a simple fistfight in the laser hallway from the first film. It works, but feels like a missed opportunity.

Conclusion

Even now, all these years later, it’s still shocking to see how the final chapter of Anderson’s saga fell flat on its face. While it does have some good ideas, and manages to have a good final few minutes, it’s not enough to save the film as a whole. But what about the series as a whole? Join us next time when we examine all six films at once and see what conclusions can be made about the series and the lessons it offers to writers about writing video game movies.

What We Can Learn From The Resident Evil Film Series: Part 5 – ‘Retribution’

‘Resident Evil: Afterlife,’ could have – with a few minor changes – worked as a satisfying end to the Resident Evil film series. But with the cliffhanger ending of Alice, Chris, Claire, K-Mart, and other survivors facing a fleet of Umbrella VTOL’s while armed with nothing more than handguns, shotguns, and the power of positive thinking, it was inevitable that we’d get another followup (that, and earning 300 million at the box office). Sure enough, we got ‘Resident Evil: Retribution’ two years later.

Let’s take a look and see what the fifth entry in the series does well and what could use some improvement.

What does the story do well?

It has a memorable title sequence

It has no ultimate impact on the film’s story, but ‘Retribution’ features the most unique opening of the series, depicting Umbrella’s assault upon the Arcadia, but played in reverse.

It’s a great way to get the viewer’s attention by showing Alice’s defeat and the end of the battle first, and then depicting how it got to that point. Having a great soundtrack helps, too!

It has a great cold open to grip the viewer

After the Umbrella attack and Alice’s defeat, ‘Retribution’ cuts to Alice waking up in a suburban home where she’s married to Carlos (who blew himself up two movies ago) and has a deaf daughter. Unfortunately, her suburban bliss is interrupted by a zombie attack that ends with Carlos becoming a zombie and then killing Alice.

Much like the opening to ‘Extinction,’ this is a great sequence because the audience is trying to figure out just what’s going on because it flies in the face of everything we know about Alice: is it a dream? A hallucination? Something from a parallel universe? As a bonus, it also lets us see different versions of Alice, Carlos, and Rain, all three of whom have no combat skills or fighting experience, making their fight to survive all the more gripping. It’s a great way to get our attention while setting up the reveal about the cloning facility later on

It has a great setting

Although the film’s tagline is ‘Evil goes Global,’ ‘Retribution’ actually takes place almost entirely within Umbrella Prime, an underwater Umbrella facility off the frozen coasts of Russia, which houses recreations of famous global cities that are used to test the T-virus. Now trapped inside, Alice and her allies have to fight their way back to the surface before everything is blown to pieces. It’s a great setting for an adventure story that allows the characters to visit a large variety of locations instead of a single environment like the previous films (an underground lab, a city, a desert, etc.).

It has the best ticking clock yet

‘Retribution’ continues the series’ tradition of having a great ticking clock to keep the plot moving, and this is arguably the best one: Alice and her friends have just an hour and a half to escape from Umbrella Prime before it’s destroyed, taking them with it. That countdown gives every action they take and every delay extra weight.

It has more characters from the games

‘Afterlife’ was one of the most entertaining films in the series due to having more elements from the games (Wesker, Claire, Manjini zombies, the executioner, triple-barreled shotguns, and Chris Redfield). ‘Retribution’ continues that trend by having series regulars Leon Kennedy, Ada Wong, Barry Burton, and everyone’s favorite, Sergei Vladimir (you remember him, right?) joining returning faces like Wesker and Jill, the latter of whom gets a much bigger role here as the main antagonist. While these newcomers may not have great characterizations or much to do besides mowing down zombies, it’s still fun to see them on the big screen,

It shatters the status quo

One of ‘Retribution’s best scenes takes place at the end of the first act, where, in a little over five minutes, the narrative of the series is expanded and changed in interesting ways that shatters the status quo.

Among those changes are:

1. The Red Queen has taken over Umbrella and seeks to destroy all life on Earth.

2. Because of this, Wesker has defected from Umbrella and now fights against the corporation.

3. Wesker, Alice, and everyone else must unite to stop the Red Queen, or humanity is doomed.

These changes mark a turning point for the story of the Resident Evil film series, and smartly lays the groundwork for the series finale. We’re not there yet, but we now know what’s at stake and this helps wet the audience’s appetite for said finale.

The main antagonist is now an ally

I’m a sucker for enemy mine stories, and having Albert Wesker now working with Alice and the others against Umbrella has incredible storytelling potential: There’s nothing quite like having an antagonist deciding to join the victims, and seeing their different outlooks, personalities, and histories clashing against each other, which has endless opportunities for not only drama, but the possibility of the antagonist achieving redemption. And one little touch about Wesker’s turn is that he’s now effectively the leader of the United States. In other words, the series’ most awesome villain is now the president of the United States! Awesome!

It brings back the coolest enemy

It’s always a risk to bring back fan-favorite characters, especially if there’s not a good narrative reason to do so, but thanks to Umbrella’s cloning powers we get to see the Executioner return from ‘Afterlife,’ and watch not one, but two of them battle Alice and Ada in the streets of (fake) New York.

While the scene ultimately doesn’t contribute to the story, it’s still great fun to see a great monster come back for an encore performance.

The final battle is different from all the others that came before it

In all the previous films, the climaxes involved defeating a single, overpowering monster or escaping an explosion, often with a hefty dose of CGI. ‘Retribution,’ however, features a massive melee battle between Alice, Jill, Rain, Leon, and Luthor in a snowy field where they have to rely on their fists and hand-to-hand combat abilities and find a way to stop an almost unkillable Rain without relying on guns.

Unlike previous battles where Alice had the upper hand or won fairly easily, she is resoundingly beaten by Jill and would have died if not for freeing Jill from Umbrella’s mind-control at the last second. And as a bonus, it’s satisfying to see Jill – who has always had her thunder stolen by Alice in previous films – get her revenge. Or, rather, her retribution, if you will.

It has the best ending and the best cliffhanger of the series

Cliffhangers are an inherently risky storytelling trope, but when pulled off well they leave the audience excited and eager to see what comes next. ‘Retribution’ does so with flying colors, ending with Alice, Jill, Ada, Leon, and Wesker joining forces in the ruins of Washington DC and preparing for their last stand against an army of undead sent by the Red Queen. Freaking. Awesome.

What could the story have done better?

It could have removed the opening flashback

Though it’s a tradition for each Resident Evil film after the first to recap what happened in the previous movies, it is starting to wear a little thin. And after four movies, it’s safe to assume that people who are coming to watch ‘Retribution’ are fans who know what happened already, making the flashback summary unnecessary.

It could have removed Alice’s bleeding

At two times in the film, Alice looks down to find herself bleeding from a wound in her side… but nothing ever comes of it. Cutting these shots out would have freed up thirty seconds that could have been invested in character moments.

It could have eliminated the cloning aspect

‘Retribution’s biggest draw was the return of several deceased characters from the past films, including Carlos, Rain, and One, via the magic of cloning. However, the film doesn’t do anything with them: the characters show up, shoot bullets, and then get killed. While it’s a stretch to imagine that a zombie action movie would explore the moral delimas of cloning, it doesn’t use the cloning idea in any meaningful way: Pacifist, anti-gun Rain never meets her cold, heartless self, for example, and at one point Ada talks about how Umbrella uses clones and how they’re all disposable; you’d think it’s setting up some interesting moral ideas that will be explored later on (such as Alice seeing clones as people instead of disposable test subjects), but nothing comes of it. In hindsight it might have been better to remove the cloning aspect entirely and perhaps have all the test subjects at Umbrella Prime be prisoners that Umbrella has captured, which would force Alice and the others to decide if they could risk spending the time to save them or continue on and leave them to die to ensure Alice’s survival.

It could have removed the Las Plagas parasite and the enhanced zombies

Another selling point for ‘Retribution’ was that the Las Plagas parasite would make an appearance from the fourth Resident Evil game, which allows zombified people to keep their intelligence and the ability to use weapons and tools. As such, we’re given scenes of Russian zombies using assault rifles, machine guns, rocket launchers, chainsaws, and even driving cars and motorcycles.

The problem is, zombies are supposed to be mindless killing and eating machines who are dangerous because of their resistance to physical injury, immunity to pain, and sheer numbers. By giving them guns and vehicles, they’re essentially normal human enemies with bad teeth and rotting skin. A good solution would have been to have the T-virus continue to mutate, giving zombies more abilities and intelligence, which could have been followed up on in the next movie. But the Las Plagas parasite doesn’t return in the final chapter, and aside from making Rain impossible to kill with bullets, it ulitmitly has no impact on the story.

It could have given characters time to breathe

‘Retribution’ is the most action-packed film in the Resident Evil series, with a breakneck pace that never lets up. While this – in conjunction with the ticking clock – is great for keeping the film moving, it would have been nice if the story took a few moments to breathe between action scenes and invest in letting us get to care for the characters, or develop their relationships between one another. It would have been nice to have Luthor and Alice have a longer reunion, given their shared experiences from ‘Afterlife,’ but they only get a few seconds to speak before we’re off to the next action sequence. While well-done action scenes are fun, caring about the people in those sequences is more important.

While ‘Retribution’ exists to set up the final chapter of the series instead of being a standalone story, it at least offers some good action, has a story that is never slow or dull, and while it doesn’t do anything meaningful with the cloning aspect, or giving characters much to do beyond shooting guns, it’s still an enjoyable entry in the saga. More importantly, it sets the stage for the final film; come back next time, where we’ll take a look at how the series ends. With all the elements in place for a truly epic grand finale, there’s no way the series could mess it up!

Right?

What We Can Learn From The Resident Evil Film Series: Part 4 – ‘Afterlife’

The third entry in the Resident Evil film series, Extinction was supposed to be the end of the franchise: by the end, we saw how Alice was going to go wipe out Umbrella’s last remaining executives, had learned that a cure for the vaccine could be created, and realized that there was hope things would finally turn out well… but box office money has a funny way of undoing even the most conclusive endings, three years later we got Resident Evil: Afterlife, kicking off a new trilogy of movies.

Taking place a year after Alice awakened all her new clone buddies, Afterlife follows their assault on Umbrella’s Tokyo headquarters and Alice’s subsequent quest to find her missing friends. Let’s see what worked – and what didn’t – in our fourth journey into the world of the undead.

What does the film do well?

It’s closer in spirit to the games

By the time Extinction arrived in theaters, many fans of the video games complained that the film series had little to do with them aside from having characters and monsters, and the most bare-bones interpretation of the plots. ‘Afterlife’ seeks to remedy this by bringing in more elements from the games, such as having Wesker be much closer to his video game counterpart, having more monsters (the Manjini, Axeman, and zombie dogs from Resident Evil 5), as well as bringing back Claire and introducing her brother, Chris Redfield, and including a location from the game as well (the ship from RE5, albeit highly modified for the film). Though the film still follows it’s own story, it deserves credit for bringing in more elements from the game.

The opening act is an excellent introduction to the villain

While the assault on Umbrella’s headquarters acts as an action-packed way to get the story and showcase Umbrella’s well-deserved beatdown, the sequence also serves as an excellent introduction to Albert Wesker, chairman of the Umbrella corporation, and the only individual in all of Tokyo who can face off against Alice and her clones and win. And not only that, but he escapes, kills all the clones by destroying Umbrella’s headquarters, and then takes away Alice’s powers, leaving himself free to continue frolicking about and do Umbrella-related shenanigans. And all of that within the first 18 minutes of the film!

It’s a great way to show how dangerous and powerful Wesker is, setting up the film’s final confrontation.

It takes away Alice’s psychic powers

One of the main problems with the previous two Resident Evil films is that Alice becomes too powerful, easily overshadowing everyone else in the series – including the villains and people from the games – and making her a god-mode sue. Thankfully, Afterlife remedies that by having Wesker take away Alice’s powers before the end of the first act, making her (in theory) a normal human again. In the words of TVTropes: “Wesker beat the Sue out of Alice. And for everyone who wanted to see that moment? It. Was. GLORIOUS.”

It has a celebrity survivor who doesn’t have an ego

Like the films before it, Afterlife features a large cast of new characters who mostly exist to become zombie fodder, and among them is Luther, a former pro basketball player. But despite his pre-zombie fame, he doesn’t expect any special treatment or privileges because of it, and even laughs it off at one point. He’s a nice guy, and a great example of a celebrity character who doesn’t let fame get to their head.

It gives the characters a concrete goal

Afterlife continues the series’ trend of giving the characters a clear and concrete goal to strive for: in the first, it was escaping the hive before it was permanently sealed, in the second it was escaping Raccoon City before it was nuked, in the third it was reaching Arcadia, and here it’s… to reach Arcadia. So while it may be repeating what came before, the revelation that Arcadia is a boat and not a town is a nice touch (and then the further revelation that it’s a mobile Umbrella research lab is another nice twist, too, so that just reaching the finish line doesn’t mean everyone is automatically safe and sound).

It has two ticking clocks

Like the previous films, Afterlife once again gives the characters a ticking clock, but ups the ante by having two of them: after we’re introduced to the prison where most of the film takes place, we see a zombie digging around underground, telling us that this seemingly impenetrable fortress won’t stay that way for long. Then the Axeman shows up, and now Alice and the others not only have zombies to deal with, but a monster who’s immune to bullets and can break down the doors keeping zombies from rushing in. Twice the pressure, double the drama!

It has a funny expletive

As I’ve written before, cursing can be funny when it’s done sparingly. ‘Afterlife’ has a particularly amusing moment where Bennett steals Alice’s plane and flies away, only to seemingly plunge to his death, leaving Luther to yell, “That’s right, bitch! Fuck you!”

Not only does Boris Kodjoe do a great job delivering the line, but it’s darkly funny that no one is sad to see Bennett face his seemingly imminent demise.

It has an awesome monster fight

Afterlife brings in one of the most memorable monsters the Resident Evil games in the form of the Axeman, a towering monstrosity of a man who wields a freakishly huge axe that can cleave someone in two with a single stroke. Not only does this guy look exactly like he does in the game (a big plus), but he’s also reinvented to make him more threatening: where the Axeman from the game is a slow, lumbering brute who can take a ton of damage, the movie makes him a monster who can not only kill you in one hit, but also run after you as well! To balance this out, the Axeman doesn’t have the durability his game counterpart has, meaning that if you get the right weapon – such as a shotgun – and hit him in the right spot, you can take him down with a single shot, giving the characters a fair chance in a fight against him. To further sweeten the deal, his big fight takes place inside a shower room drenched with falling water.

The slow-mo can be cheesy, but it’s an awesome fight with an awesome monster (and awesome music).

It gives Wesker a counter to his superpowers

Wesker is the easily most powerful character in the movies, even moreso than Alice: he’s not only an expert hand-to-hand combatant, but can dodge bullets, survive wounds that would kill a normal person, and even survive a nuclear bomb blast a point-blank range! But while his power level approaches that of a god, Afterlife wisely balances this out by forcing Wesker to constantly consume human flesh to keep his T-virus under control, making his abilities a case of powers at a price: he can do incredible things, but if he slips up, it will cost him everything.

It brings one of the best scenes from the games into the movie

It may be pure fan-service, but it’s fun to see one of Wesker’s fight scenes from Resident Evil 5 become the final fight of Afterlife.

Say what you will about just copying something from one medium to another, but it’s still a great way to show how hard Wesker is to put down. And to top it off, the end features Chris and Claire pumping Wesker full of lead by shooting him approximately 17 million times. It’s not enough to kill him, but boy is it satisfying to see villains get reduced to hamburger to ensure they can’t come back

It spares Luther

Luther is the most likable character in the film, which makes it a shame to see him get dragged away by zombies in the sewers… which makes it a treat when Afterlife decides to be merciful and spare him at the very end. In a series full of interesting side characters getting killed off left and right, it’s refreshing to see one survive to the next movie.

It gives Bennett a moment of sympathy

Bennett is not a sympathetic or likable person. He’s selfish, rude, and arrogant, willing to kill and abandon his companions to save himself, making his final comeuppance very satisfying. But before he becomes Wesker chow, his selfishness and smugness melt away for just a moment when, in the face of death, he whimpers that he just wants to go home. In this moment, we see that beneath all his arrogance and selfishness, Bennett is a sad, tired man who just wants things to go back to the way they were before the T-Virus outbreak. It’s not enough to redeem him, but it does make him just a little more human, and a little more relatable.

What could have been improved?

It could have turned Alice into a truly normal person

One of the best things Afterlife does is have Wesker take away Alice’s powers. The problem is that Alice is still capable of taking on crowds of zombies, jumping over six feet high to kick a monster in the face, swing through the air like Tarzan, scoring hits on zombies with revolvers while falling to the ground, and kicking falling shards of glass into zombie dogs. While it makes sense that Alice would still have the knowledge and experience gained from the previous three films, it would have been more better to see her struggle with the limitations a normal person would have facing zombies and undead monsters, which would make her victories all the more satisfying.

It could have explained why the world is no longer a desert wasteland

Extinction made a big deal about how the T-virus was turning Earth into Tatooine by killing vegetation and causing bodies of water to dry up. Yet here, a little over a year after the events of the previous film, there are giant glaciers, sprawling forests, and enough water to solve all of the southwestern United State’s drought problems. While this could be hand-waved by saying that Alice was able to create the antivirus the White Queen had mentioned from the previous film, it’s still a huge stretch to go from a world that’s a barren desert to a world that looks pretty normal.

It could have dropped the video logs completely

After escaping Tokyo, Alice starts recording video logs as she hunts for Arcadia and other survivors. But after arriving at the prison, she stops making them and they’re never mentioned again. It would have been better to drop them completely and invest the freed-up time in more character moments.

It could have had a better reason why the prison group doesn’t trust Chris

In the film, Chris is kept locked up in the prison because nobody trusts him and believes that he’s there for a reason. Problem is, that flies in the face of all logic. If you have a man who says he knows a way out of your safehold surrounded by thousands of zombies, and you’re trying to get to your one refuge from said zombies, it makes more sense to see what he has to say. Besides, the other survivors outnumber him and have guns in case he tries anything.

It could have given Bennett a better reason for his betrayal

When Bennett learns that the APC – the group’s would-be escape vehicle – will need at least a week to fix, he responds by pulling out his pistol and killing Angel, and then stealing the plane to fly to Arcadia. The problem is, this makes no sense. Bennett is a selfish jerk no doubt, but he has a way out of the prison, and a path to safety. Killing the one man who can repair the vehicle is too much; perhaps if he had lost patience and demanded that Angel have them all draw straws and fly away in the plane, and then get turned down, it would have made sense for him to snap and kill Angel. As is, Bennett’s decision to murder someone feels too sudden and too illogical to accept.

It could have let Claire kill the Axeman instead of Alice

One of the more egregious moments in Apocalypse was when Alice stole Jill Valentine’s victory against the zombie dogs in Racoon City’s grade school, and here she does it again: after Claire struggles against the Axeman and almost kills it, Alice literally runs in and delivers the killing blow. Having original characters steal canon character’s moments of glory is a big no-no.

It could have had a more conclusive ending

As like all the films that came before it, Afterlife ends with a cliffhanger: Not even a few minutes after stopping Wesker, freeing all the prisoners on the Arcadia, and having a moment to just relax and feel safe, Alice and her allies now have to contend with a fleet of Umbrella VTOL’s bearing down on them, led by a brainwashed Jill Valentine.

Unlike the three cliffhangers that have come before – which were hopeful or promised that our heroes would do something awesome – here the odds are so heavily stacked in Umbrella’s favor that there’s no way Alice and the others could possibly stop them. A cliffhanger implying that things will eventually work out for the heroes is acceptable, but one that implies that the bad guys are going to win is just an unpleasant way to end the story, as it gives the audience a feeling that everything the protagonists went through was ultimately for nothing. It might have worked out better to have Alice broadcast her message of hope, and then end the film there, leaving us with a satisfying conclusion, and moved the arrival of Umbrella’s forces to the next film.

Despite just pointing out how many flaws Afterlife has, it still remains my favorite of the series: the action is engaging, the visuals are great, the pacing is pretty much flawless, the elements from the games are well-translated to the screen, and there are no slow or tedious moments. It’s an action film that delivers on what it sets out to do, and I’d be happy to rewatch this one again and again. In my opinion, it’s the best film of the series… but unfortunately, it’s not the last. We still have two films to go, so check back in next time when we take a look at Resident Evil: Retribution.