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I played the new Resident Evil — and a whole lot more. Here are my thoughts

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I played the new Resident Evil — and a whole lot more. Here are my thoughts

Resident Evil Requiem generated a lot of hype from its reveal trailer. But it was hardly the most interesting game at this year’s Play Days showcase.

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Just days after new games like Resident Evil Requiem were announced at Summer Game Fest, a collection of press and game industry stalwarts were invited to play them in Los Angeles.

I spent time with Capcom heavyweights like Resident Evil Requiem and Pragmata, but also a host of great games previously not on my radar.

One such surprise is a heist game where the player “steals” African art back from museums. Another is a new game from the art director of Journey that feels like a direct nod to that classic indie game.

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The experience of choosing which games to play (and subsequently write about) mimics the reality of the games industry right now: there are so many great games and simply not enough time to play them all.

The art director of Journey has a new game

Sword of the Sea is the new game from developer Giant Squid, who created Abzu and The Pathless.

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“It was a once in a lifetime thing,” says artist Matt Nava, thinking back on the success of his work on the video game Journey. Released in 2012, the game played a key role in ushering in an era of show-don’t-tell video game storytelling. In Journey, mood, atmosphere and aesthetics are king; exposition and plot play second fiddle.

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This is a legacy that Nava is well aware of. It also means Nava has to contend with the burden of following up on his past achievement, one of the greatest video games ever made.

Nava now works at the video game studio Giant Squid, which has made similarly atmospheric adventure games like Abzû and The Pathless. His approach to art direction remains the same as it always has: make hyper stylized games that refuse to chase photo-realism. “It’s not trying to depict what’s real,” Nava says. “It’s trying to get beyond what’s real.”

Sword of the Sea is the team’s latest project, set to release in August of this year. Players glide across vast sandy landscapes on a sword. Originally a lifeless desert, the area’s are gradually restored with water and life, becoming filled with color. In an era where so many video games seem tinted with the same dark blue, grim-dark hues, this game is a blindingly brilliant breath of fresh air.

It’s hard not to draw a parallel between the landscape of this game and Journey’s; hard not to see a similarity in its ideas about player movement and game feel.

Nava says there’s a reason for all of that. Sword of the Sea is the first time that Nava feels comfortable making a game in conversation with Journey. “It’s the first time where I’m like kind of openly saying — yeah, that was me.” In that way, the game feels like a kind of full-circle moment for an individual creator, but also, a long overdue homage and acknowledgement.

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A heist game asks players to repatriate African art

Relooted is a game about “stealing” back African artifacts from museums.

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There are a lot of games with a great narrative hook that lack compelling gameplay. Relooted, on the other hand, stands out: a game with a bold narrative idea that is also mechanically engaging.

In it, you play as a team of thieves assembled to steal back African artifacts from museums. Each of the game’s museum areas represent both a puzzle solving challenge and platforming test. First, you’ll plan your escape. Then, you’ll execute the plan by grabbing the artifacts and running and jumping your way to the exit. Better strategy up front leads to a better execution time, and a better time leads to better scores.

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Creative director Ben Myres grew up in Johannesburg, South Africa. He calls the game a work of “African-futurism,” distinct from afro-futurism in the sense that it is about “real people, real places, real cities in the future.” That kind of quest for authenticity extends to how the game catalogues its artifacts. Once repatriated, a detailed 3D model of the art is displayed within the game’s hub area, where players can delve into the real history of these objects.

Relooted might be the best game I played across any of this weekend’s showcases: a polished, thoughtful and outright fun heist caper that dares to ask challenging questions about art and ownership.

Resident Evil Requiem remains a mystery

The Resident Evil Requiem trailer was the big surprise of last Friday’s Summer Game Fest event.

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NPR was one of a few outlets to play a hands-on demo of Resident Evil Requiem. Resident Evil is one of the longest running horror franchises in gaming and arguably its most influential. That influence continues today and is a big part of Capcom’s eight-year streak of record-breaking profits. 

The demo of Resident Evil Requiem begins at a moment shown in its recent trailer. The game’s protagonist, Grace Ashcroft, finds herself strapped upside down to a medical gurney inside of what appears to be a hospital. An IV is drawing blood from her arm. She breaks free: and the demo begins, orienting the player in a first-person perspective (a perspective that the player can switch to third person, which I learn only after the demo concludes).

What follows is a familiar survival-horror scenario. Walking through barely lit corridors, moving objects around the environment, and solving object-based puzzles in classic RE fashion. Throughout all of this, the player is stalked by a towering, Lovecraftian creature that smashes through ceilings and walls. When it manages to get its hands on you, it takes a brutal bite out of you. And when it kills you — as it did to me during the demo — the result is gory and brutal, with carnage and dismemberment reminiscent of Resident Evil 4.

I found it all compelling enough, but a bit safe. The creature AI, and how it tracked the player, felt prescriptive rather than interactive. The result is gameplay that feels like trial and error rather than the result of dynamic problem solving.

What is Resident Evil Requiem? Both Resident Evil 7: Biohazard and Resident Evil Village had strong thematic identities. In contrast, the aesthetic and tone of this game, at least across this tiny slice, is not as clearly defined. Is that mystique by design, a way of spurring conversation about what the full game will look rather than revealing its surprises too early?

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Probably. I wouldn’t be surprised if Capcom is, intentionally, leaving us in the proverbial dark. The game is releasing in February of next year, so we won’t have to wait too long to find out.

Pragmata is a risky experiment that pays off

Pragmata is shaping up to be an interesting and original sci-fi game from Capcom.

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Capcom also let us go hands-on with Pragmata, a game first announced more than five years ago and targeting a 2026 release. It’s a science fiction action game where you assume the role of Hugh, a grizzled astronaut in a heavy space suit, and his hacker sidekick, Diana, an android girl who rides on his back.

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The wrinkle here is that you actually control both characters at once: shooting with classic third person shooter controls, and using the face buttons to navigate a hacking grid that, if executed successfully, causes attacks to do considerably more damage. The result is a frenetic shooter that doubles as a frenetic puzzler; like playing Gears of War and Lumines at the same time.

It’s a weird concept. But compelling, if only because it feels like such an outlier to what modern shooters offer. In this 20 minute slice, I was crawling through linear hallways and picking up new weapons, blasting my way through bad guys and doing this intricate puzzle solving dance. It understood its strengths and stuck to its figurative guns.

I actually found its simplified design decisions refreshing, a break from the many sprawling open worlds I’m usually asked to slog through. It’s clearly the puzzle elements that stand out here and I’m interested to see how wild Capcom lets loose with those mechanics in the final game.

Onimusha’s producer explains Capcom’s success

Onimusha: Way of the Sword is the latest entry in this spooky action Capcom franchise.

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Onimusha: Way of the Sword is a third person action game with a light-horror feel. This new title marks a big budget revival for the series after Capcom prioritized other titles for years. Given player interest in third person action games of this kind, it makes sense why its making a return.

But it’s also symbolic of where Capcom is right now: successful enough to take a chance on a dormant franchise, thanks to a track record of quality that almost guarantees broad interest.

I want to pause for a second and talk about just how remarkable Capcom’s recent run is. At a time when big video game releases appear to be getting farther and farther apart, Capcom is bucking that trend, releasing a number of well-reviewed and financially successful games every year.

I asked Onimusha producer Akihito Kadowaki, what makes this possible? Is it because of their dedication to using familiar game engines and tools? Employee retention and expertise?

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Not quite, although he admitted those were both contributing factors.

The real answer, he said through a translator, was that Capcom’s directors and project leads have a very clear direction of where they want to go, “a very good idea of what they want to create.”

Easier said than done, but in an industry where big studios often scrap and restart projects in an effort to appeal to everyone, Capcom’s secret sauce may lie in its all hands on deck approach to a single cohesive idea or vision.

It’s an answer that brings to mind my earlier demo of Resident Evil Requiem. All the more important, then, for that game to cohere into something more clearly defined.

Blumhouse tries its hand at playable horror

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Crisol: Theater of Idols is being published by Blumhouse Games.

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The size of the video game market is no secret. You’ve heard countless times now from mainstream outlets like NPR that its revenue dwarfs that of the film and music industry combined. So, it makes sense that big media companies like Netflix and Amazon have made investments in gaming.

But it’s been equally interesting to see how production companies like Annapurna Interactive and now Blumhouse Games, have used video games as a strategic extension of their broader portfolio.

Blumhouse showed off two games at the Play Days showcase. One was Crisol: Theater of Idols, a first-person horror game that takes place in a nightmarish alternate version of Spain. Another was Grave Seasons, a kind of Stardew Valley meets Doki Doki Literature Club riff on the farming sim genre.

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Both impressed me. Not only in their quality, but also in the kind of games they promise to be: eccentric and impassioned projects that feel in the spirit of the Blumhouse try-anything horror ethos.

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Terry Tempest Williams on why women with big ideas get labeled ‘crazy’ : Wild Card with Rachel Martin

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Terry Tempest Williams on why women with big ideas get labeled ‘crazy’  : Wild Card with Rachel Martin

A note from Wild Card host Rachel Martin: I met Terry Tempest Williams about 25 years ago at a writer’s conference in Yosemite Valley. I was a young reporter who was there to do a story about how literature was addressing climate change and she made such a huge impression on me. I had never heard someone talk about the natural world the way Terry did and she had a spiritual depth I hadn’t encountered in my life at that point.

To this day, Terry’s writing always reorients me towards what is good, what is beautiful, and what is true. Her newest book is called “The Glorians.”

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Meow Wolf taps famed L.A. animation house for its new Los Angeles venue

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Meow Wolf taps famed L.A. animation house for its new Los Angeles venue

For its upcoming Los Angeles venue, experiential art firm Meow Wolf will focus on the art of storytelling, with a specific eye toward skewering our city’s moviemaking magic. To help bring that vision to life, Meow Wolf has entered into a creative partnership with Titmouse, one of L.A.’s most renowned independent animation houses.

The Hollywood-based studio behind popular series such as “Big Mouth” and “Star Trek: Lower Decks” will create animation that will be shown throughout the West L.A. venue, which is on target for a late 2026 opening at the Howard Hughes entertainment complex.

It’s a move that represents a shift for Santa Fe, N.M.-based Meow Wolf. Over the last decade-plus, the art collective has grown beyond its anything-goes, punk-meets-psychedelic roots into an organization with full-scale, maximalist installations in its hometown, Denver, Las Vegas, Houston and the Dallas suburbs. In the past, Meow Wolf kept most of its media in-house.

As part of its larger-than-life participatory art installations, Meow Wolf L.A. will feature a mix of live action and animation, the former filmed by Meow Wolf in its Santa Fe studio. Meow Wolf’s James Stephenson, a senior VP with the company and its creative director of emerging media, said the degree to which the L.A. exhibition will lean into various animation styles necessitated an outside partner. Titmouse’s work, in development by a number of directors with contrasting tones, will be shown on a variety of formats, ranging from cinema screens to full-room projections.

“I really believe in animation as an art form, and I know the Titmouse folks do too,” Stephenson says. “Animation is made by artists. It’s made by artists with their own hands. It’s something that is still very rooted in craft.”

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Meow Wolf’s L.A. space is set in a former cinema complex, and will champion its location, taking guests on a journey through a converted movie house and beyond, into a sci-fi-inspired fantasyland with sentient spaceships and a 30-foot-tall mushroom tower. Meow Wolf creatives have spoken of the fantastical movie theater as one that will feature animated, self-aware candy before attendees enter the main exhibition space, making Titmouse’s work some of the first art guests will encounter. Titmouse co-founder Chris Prynoski has said the studio has lined up at least six directors for the exhibit.

An in-progress art installation destined for Meow Wolf L.A. at the art collective’s Santa Fe, N.M., headquarters. The L.A. exhibition will feature animation from Titmouse.

(Gabriela Campos / For The Times)

Titmouse, says Stephenson, is the right partner because “they’re known less for a house style, and more for a house vibe.” Over the years, Titmouse has been behind such diverse shows as “Scavengers Reign,” owning a Jean Giraud influence rooted in French and Spanish surrealism, the lively “Jentry Chau vs. the Underworld,” with an unique color palette that took inspiration from anime and Chinese mythology, the exaggerated comic book feel of Adult Swim’s “Metalocalypse,” and the approachable yet expressive tone of “Star Trek: Lower Decks.”

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“Meow Wolf’s vibe is similar to Titmouse’s vibe,” Stephenson says. “It’s artist-first, artist-driven, independent and kinda edgy. They are always trying to find the edge of what’s possible. They try to see how far they can go, and it’s done for fun and in the spirit of taking risks.”

Prynoski says working with Meow Wolf will give Titmouse a sense of artistic freedom it doesn’t always have when delivering content for more traditional Hollywood partners. He says the multi-director approach is a callback to the early days of Warner Bros. Animation, when individual creators put their own stamp on Looney Tunes material.

“I use Bugs Bunny as an example,” Prynoski says. “You’ve got a Friz Freleng Bugs Bunny short. You’ve got a Chuck Jones Bugs Bunny short. You’ve got a Tex Avery Bugs Bunny short. They’re all different versions of Bugs Bunny, and people who are really paying attention can tell which director directed each one. Even though to the layman, these are all Bugs Bunny, but if you lined them up, they are drawing in different styles, sensibilities and techniques.”

Prynoski says that was a centerpiece of his pitch to Meow Wolf, noting that characters will reappear in multiple installations, each handled by a different artist. Meow Wolf L.A., in fact, will be the firm’s most character-driven exhibition, as guests will follow the storylines of three main protagonists throughout the space.

In announcing the partnership, Meow Wolf and Titmouse released an image from an animated work directed by Luca Vitale. It features a key character having a moment with a hummingbird and it’s done in an elegant, slightly anime-influenced style. It’s an image full of movement, reflecting a character in transition with inviting pastels and bold dashes.

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“I like that image because I think it captures some of the sense of wonder that we want people to feel,” Stephenson says. “The character is having an encounter with the elusive nature of creativity and reality in a way that makes them have a different perspective of what’s possible.”

Other contributing animation directors to Meow Wolf L.A. include Space Dawg, Felix Colgrave, Alexander Vanderplank and Phimémon Martin, and Jun Ioneda.

Titmouse’s partnership with Meow Wolf will extend beyond the L.A. exhibition. The two will be working on the development of Meow Wolf New York, which is slated to open some time after Los Angeles, and are collaborating on a planned animated series, which Prynoski is spearheading.

Meow Wolf exhibits are the result of sometimes hundreds of disparate artists coming together in a shared space. Distilling that into a signature, singular style for a series could be a challenge. Stephenson pinpoints some guiding principles.

“You really need to feel the hand of the artist,” he says. “You need to feel a DIY aesthetic. You need to feel the materiality. Those are very specific to what we are.”

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Appeals court denies Trump’s request to halt removal of his name from the Kennedy Center

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Appeals court denies Trump’s request to halt removal of his name from the Kennedy Center

The Kennedy Center on June 28, with its facade signage still covered by a tarp and scaffolding.

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On Wednesday, a federal appeals court denied President Trump’s request to stop the removal of his name from Washington, D.C.’s Kennedy Center. The signage on the building has been covered with tarp and scaffolding since June 13, but in a court filing last month, the center’s current executive director said that Trump’s name has been removed.

In their decision, three judges from the U.S. District Court of Appeals for the District of Columbia Circuit said that the president had failed to prove that the arts center would be “irreparably injured” without Trump’s name attached to it.

NPR requested comment from the Kennedy Center, but did not receive an immediate reply.

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This latest round of court decisions is part of the ongoing litigation filed by Rep. Joyce Beatty, D-Ohio, against President Trump and the board of the Kennedy Center. In a statement emailed Wednesday to NPR, Beatty said: “Today’s ruling again affirms that this administration’s efforts to rename the Kennedy Center were unlawful. His name no longer desecrates this sacred memorial, which belongs to the American people. Now it is time for the Trump administration to accept this, comply with the law, and take the tarps down.”

In previous court filings, Trump’s legal team had asserted that removing the president’s name from the arts complex, both on the physical building and in its digital materials, would inflict irreparable harm in both time and money already spent. In the denial, the three judges — Patricia Millett, Robert Wilkins and Gregory Katsas — wrote that since Trump’s name has already been removed, “a stay would not avert those harms.”

Furthermore, Trump had claimed that without his name attached, future fundraising would be threatened “and [will] contribute to the financial decline of the Center.” In response, the appeals judges wrote: “Appellants, however, have failed to support this assertion with any specific facts or evidence. They offer only the conclusory assertions of the Kennedy Center’s Executive Director that were made in a factually unsupported declaration.” The center’s current executive director, Matt Floca, specializes in physical plant management.

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