Friday, May 21, 2021

LegalSpeak Backbone One

Backbone One Review

 By: Patrick Morris

The fact that basically all flagship phones these days pack significantly more horse power than the Nintendo Switch and yet 99 times out of 100 the Switch is still a better device for gaming leaves me wondering why. Obviously there aren't major triple A games being developed for mobile platforms but I think one of the things preventing big third party publishers like EA, Activision, and Take Two from really diving deep into mobile is the controls…or lack there of. I am fully aware that I'm not the first person to recognize this as evidenced by the wealth of mobile game controller options but for the most part they can be really be described as awkward and half baked. There are several console gamepad imitations with a clip that holds the phone above it, and there are even clips sold separately to just attach your phone to an actual first party console gamepad. But what the switch has proven to us over the last four plus years is that the best way to develop a mobile controller is to cut it in half and attach the halves to each side of the device on which the game is being played. There have always been major hurdles to developing and manufacturing the perfect phone controller and some of those hurdles will probably never go away, but in the age of remote play and cloud based game streaming the backbone one has gotten closer than any product I've seen previously by developing more than just a controller.


Welcome welcome welcome everyone welcome back to LegalSpeak, a ColdNorth Production. I'm TheLawMorris and this is the video essay series in which I get to talk about the games I've been playing and what I think of the medium as a whole. After getting my invitation to Xcloud and getting remote play working reliably well on my PS5 I've found myself gaming in a place that I never really have before, my phone. And so naturally I needed a reliable controller to go with that new experience so here are my thoughts on the things the Backbone One does well, the things it doesn’t do so well, and my thoughts on opportunities for improvement in a Backbone Two.


This being a controller review it would only be appropriate to start with the hardware. The Backbone has the distinct feeling of being a top tier third party controller. That is to say that while it doesn’t feel as premium and polished as a first party controller like the DualSense or the Xbox elites controllers it certainly feels intentional and several steps above the pelican and madcatz controllers of yesteryear and even a cut above most offerings from the likes of Hori and Hyperkin we see on store shelves today. If I were to liken the Backbone's quality to one other third party controller manufacturer it would be 8bitdo. Obviously not first party but in no way does it feel cheap. Build quality feels sturdy and substantial but regrettably just a tiny bit on the light side, face and menu buttons feel excellent offering a satisfying clickiness that has yet to leave me wondering if the phone should have registered a press, and the click in on the analog sticks is the one place where in a blindfolded test I feel certain the Backbone could stand up to a first party controller. And at the bottom of the left and right handles the Backbone sports a recessed headphone and lighting jack respectively offering audio and charging passthrough. Overall the design of the controller feels very intentional and the quality leaves little to be desired.


But nothing is perfect and that includes the Backbone One. Where the face buttons, menu buttons, and analog sticks offer excellent tactile feedback the bumpers and dpad are a much mushier and although serviceable they are a noticeable downgrade from those face and menu buttons. But at leas the bumpers and dpad aren't the worst feeling buttons on the controller, that honor goes to the triggers. Both left and right triggers feel light and almost hollow offering very little in the way of feedback and leave me wondering if the controller would be a better all around package had Backbone opted for clickier digital triggers with less travel more akin to the Nintendo Switch. I also know that this extremely nit picky but the edges around the analog sticks begin to concave further away from the actual stick stem than more traditional analog sticks like the ones seen on the Switch Lite which for whatever reason is a huge part of what separates the Backbone from first party controllers with regard to quality in my mind. And unfortunately the Backbone is made to hold an iPhone without a case and there is essentially zero negotiation on that front. I even tested the controller with the first party Apple leather case and in order to get the lightning connecter into the port I would have had to bend it to a degree with which I was uncomfortable.


But the hardware isn't all there is to review when it comes to the Backbone One, the way Backbone has really differentiated themselves is through software. Immediately upon opening the Backbone the user is met with nearly apple level simplistic instruction card teaching them how to place their phone in the controller then prompting them to download the Backbone app. The app feels as through the developers recognized that despite the wild popularity of mobile gaming in recent years there is yet to be a singly unifying hub for the mobile gaming experience. So naturally with the Backbone app an attempt has been made at filling that void by bringing all your games and game streaming services together into one launcher. Backbone has taken that Launcher and integrated key features that anyone familiar with Xbox Live or PSN have come to expect from a gaming platform. Features like friend lists, party chat, and gaming communities are all centralized and accessible in Backbone's app. The app also manages game capture utilizing iOS's baked in screen recording feature. Overall no matter how impressive the hardware is the real potential in Backbone lies in the software and the how they have poised themselves to become the defacto platform for mobile gaming.


Obviously there are opportunities with the hardware that can be addressed in the Backbone Two. Figure out how to improve upon the buttons under the bumpers and dpad, and just throw the analog triggers in the trash and switch us over to digital click triggers with less travel. I understand that those will have significantly less travel and are less luxurious but simple and good is better than complicated and bad. I know it will be extremely difficult to design and there is no way to possibly accommodate all iPhone cases but leaving more room in the phone cradle then including a variety of sizes of stick on rubber pads and some instructions on how to properly fit your phone in it's case into the Backbone and which pads to use would go a long way in making me use the controller more often. And I cant believe I'm having to say this in 2021 but if you're going to offer a headphone jack (which you should that was really cool) it absolutely must be flush with the surface on which it is mounted. 


But the more interesting and I think the more fruitful opportunities for Backbone to capitalize on are in the software. As it is now anyone can download the Backbone app but they need an actual Backbone controller to license it the first time to get the software to work. Which means that in order to license this killer software people have to either borrow a Backbone controller from a friend who has one or spend $100 on one themselves. Granted they'll be getting a pretty good controller but the software alone offers so much potential that wont be reached if everyone is required to plug their phone into a Backbone controller to use. So here is what the Backbone Two needs to include: a download code or some sort of way to download the app for free in the box. Then sell the app for $5 or $10 and allow any third party controller to be compatible. This will allow for growth of the Backbone gaming network which will get the Backbone app on far more phones for gaming purposes inherently giving Backbone more leverage for integration partnerships with game developers. By prioritizing the app Backbone could potentially become that defacto mobile gaming platform and then monetize at a later date.


Also please develop a USB-C version of the Backbone Two and sell both for $80.


The Backbone controller is the first phone controller that I have ever thoroughly enjoyed. It solves the problem of weight distribution introduced by using a controller clip and offers high quality hardware for gaming on the go. Excellent software pushes the entire experience of using the Backbone over the top and makes it something that will absolutely live in my every day carry bag after the world gets back to normal. If you're really into gaming on your phone the Backbone One is an absolute must that definitely gets my recommendation. If you're not as into mobile gaming then it might be a bit to expensive for what it has to offer. 


Which mobile game controller do you use and how do you like it? Let me know in the comments down below. Don’t forget you can see everything I do all in one spot over at I'll be back next time talking about something else entirely so until then just go play some games!

Monday, May 17, 2021

LegalSpeak PS5 Conspiracy Theory

PS5 Digital Edition Conspiracy Theory

 By: Patrick Morris

Alright…You're about to think that I've gone off the deep end, and maybe I have. But stick with me on this one because I think I think I'm onto something. After the sixth generation of consoles Sony had firmly cemented themselves as the top dog in the console market with the unprecedented success of the PlayStation 2. The hubris that ensued resulted in Sony's Ken Kutaragi literally telling an interviewer when asked about the PlayStation 3 "for consumers to think to themselves 'I will work more hours to buy one'. We want people to feel that they want it, irrespective of anything else." And well, history tends to repeat itself; the PlayStation 4 has been and continues to be a huge success story having sold north of 115 million units at the time of writing, and as a result cocky Sony is back. Before the start of the ninth generation of consoles Sony had already found themselves in a difficult position offering less power for the same price as their main competitor, based off third party sales figures my theory is that the digital version of the PlayStation 5 was developed in the final hour as a marketing asset then under produced effectively allowing Sony to have their cake and eat it too.


Welcome welcome welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm TheLaw Morris and this is the video essay series in which I get to talk about the games I've been playing and what I think of the medium as a whole. This week we will be talking about the PlayStation 5 but more specifically the digital PlayStation 5 and my conspiracy theory as to why it exists. So put on your tin foil hat's and lets go down this rabbit hole that to be completely honest with you even I'm not sure I believe.


The ninth generation of consoles was different from previous generations in the sense that both companies launched with two substantially different versions of their product. Microsoft released the Xbox Series X and the Xbox Series S and Sony of course released the PlayStation 5 and the PlayStation 5 digital edition. We'lll be discussing the digital edition PS5 later on but before we do we have to take a closer look at not the Series S and X but more the lead up to the announcement of both the series S and X.


When discussing what the next generation Xbox was going to be everyone expected a significantly more powerful console with a blu-ray drive that would retail for somewhere around $400 to $600. Essentially what we all expected is what would eventually be called the Xbox Series X. But in spring of 2019 the code names for the Xbox consoles in development were leaked, now this in itself isnt surprising as this happens all the time. The gamecube was codenamed Dolphin, the Wii was Revolution, the PS4 was Orbis, the PS4 pro was Neo, the PSVR was morpheus, you get the idea. What made the leaked Xbox codename's interesting was the fact that there were two of them, anaconda and lockhart. Now at the time of this leak the current generation Xbox One was actually split into two different price and power tiers, the Xbox One S and the Xbox One X. So when combined with the existence of two different codename's it wasn’t a huge leap to assume that Microsoft was actually developing two different next generation Xbox's. 


The Series S was essentially the industry's worst kept secret for a long time as more and more frequently references to a second less powerful console were coming to light. When they finally detailed the spec's and price of the Xbox Series X Microsoft confirmed that it was essentially what we all thought it would be, a high powered premium console at a premium $500 price. But there was still no word on the rumored lower powered Xbox, we all knew it existed but Microsoft was choosing to not show it off until the last possible minute. 


On June 11, 2020 Sony had their PlayStation 5 reveal event stream at the end of which they revealed not only the ugliest PlayStation of all time but also the second ugliest PlayStation of all time. Now keep in mind that at this point the existence of the Series S was yet to be confirmed by Microsoft but still well known to essentially anyone that paid even the slightest bit of attention to the news in the industry. And despite all the major announcement's and the big reveal Sony didn’t say anythign about price at this event. But this was also to be expected as they had the upper hand after winning the last generation in a landslide affording them the opportunity to wait for Microsoft to announce the Xbox price first and risk Sony undercutting them. Finally on September 8th Microsoft confirmed the existence of the Series S and then on the 9th they revealed that the Series X would launch at $499 and the Series S would cost $299.  


Exactly as expected just seven days later Sony announced that the PlayStation 5 would launch on November 12, 2020 starting at $399. And that was and is the key phrase "starting at $399." It's the marketing slogan that has been seen at the end of nearly every PlayStation 5 advertisement since prices were announced. To the consumer that doesn’t take the time to educate themselves on the product (parents of kids asking for a PS5 for Christmas) hear or see  "starting at $399" and immediately assume this is a quick and easy way for them to save $100 instead of buying and Xbox this holiday season. And to be extremely clear, if your immediate thought on this is that no consumer would fall for that then I want you to think about this: you are so into video games that you're here several minutes into a conspiracy theory video about PlayStation 5 pricing on a YouTube channel with less than 500 subscribers, you are not the person that would fall for that simple marketing tactic but those people do exist. 


So far this has just been a statement of facts, so where does the conspiracy theory come in? Well here it is: the PS5 digital edition exists solely as a way of making it possible for Sony to advertise the PlayStation 5 as "starting at $399." influencer's, promoter's, and news outlets often are able to link to means of ordering products and as a part of that arrangement those influencer's, promoters, and news outlets are privy to sales data showing what product's were purchased or ordered using their affiliate link's. The reason they have to have access to this data is to demonstrate to advertisers that ad's on their sites can be converted into sales. Now in the case of the PlayStation 5 it wasn’t as much of the site itself doing the advertising work as it was the fact that everyone and their brother wanted to buy a PlayStation 5. And shortly after the disaster that was the PS5 preorder process the director of commerce at IGN Justin Davis stated on the long running podcast GameScoop that their internal data showed that the number of digital edition PS5 preorder's accounted for roughly 5% of total sales. 


The reason that this IGN data is credible and a good sample to base a theory off of is three fold. First IGN is a giant in the industry of games journalism and therefore one can expect them to have a reasonable sample size that would result in a very small standard deviation from the actual mean. Second the sheer demand for the PS5 and the fact that it has been sold out everywhere since launch more than five months ago negates any theory that the IGN audience would have a preference for one console over the other that would differentiate them from the wider consumer base in any statistically significant way. And third IGN is a large company that has been operating for nearly three decades and since their own revenue depends on the accuracy of tracking this data one can assume the data collected is accurate. 


So considering IGN's data as referenced by Justin Davis that would indicate that one out of every twenty PlayStation 5's being produced or at the very least produced prior to launch was a digital edition. And there were even people who had reportedly successfully placed an order for the digital edition and even received a digital edition box with a physical PS5 inside. All this leads me to believe that Sony has no interest in selling the digital edition at all. Which is understandable as new consoles are almost always sold at a loss then that loss is subsidized by selling games. So after seeing that the Series X was allegedly more powerful than the PS5 Sony had to do something that would make it possible for them to advertise a lower price than Microsoft while also selling the vast majority of PS5's at the higher tier price point. So they ripped the blu-ray drive out, cut the price by a hundred dollars then under produced the thing allowing them to put "starting at $399" at the end of every ad then sell 80-90% of their consoles at the $499 price point.


Alright, if youre still with me thank you for sticking it out. Do you think the PS5 digital edition exists solely as a marketing device for the standard PS5? Let me know in the comments down below. You can see everything I do all in one spot over at I'll be back next time talking about something else entirely so until then just go play some games!

LegalSpeak Resident Evil Village Review

Resident Evil Village Review

 By: Patrick Morris

Most people enjoy spicy food to some degree. I like my food to be hot but personally Carolina reaper peppers are so hot that they're just painful, and I don’t like painful. Everyone draws the line somewhere different when it comes to spicy food and in a very similar manner that same line is drawn when it comes to entertainment explicitly meant to scare. Resident Evil Village is a good game that feels distinctly different from the more recent Resident Evil 2, 3, and 7. Throughout the runtime of Village it becomes increasingly clear that the horror aspect of Village has been toned down significantly from what we experienced in Resident Evil 7. At it's core Resident Evil Village is an excellent continuation of the newly refocused direction for the franchise, but unfortunately the further it strays from the zombie plotlines and survival horror gameplay the less appealing Village feels making for a good game but one that is obviously the weakest of the modern era of Resident Evil.


Welcome, welcome, welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm TheLawMorris and this is the video essay series in which I get to talk about the game's I've been playing and what I think of the medium as a whole. I'm still a fairly new Resident Evil fan having dabbled in the series from time to time since the original PlayStation but not really diving in until Resident Evil 7 in 2017. But since then I've played through 7, 2 remake, and 3 remake multiple times each and even gone back to play through 1, and 4. So despite my being a new fan I think I'm at least somewhat well credentialed to speak on Resident Evil 8, so let's talk about Village.


Quick spoiler warning: I am definitely going to be discussing some Village spoilers in this video so consider the entire game fair play and if you don’t want any spoilers then you should probably not watch this video or read any further.


From a story perspective Village is pretty interesting in that it is a direct continuation of the story of Resident Evil 7 following the same characters but also this works somewhat to the game's detriment as it further distance's itself from the pre RE7 era. Once again cast in the role of the playable character is Ethan Winters and driving the story forward is his wife Mia and their new baby girl Rosemary. In the opening minutes of the game Mia appears to die at the hand of Christ Redfield who then has Ethan knocked out and kidnaps the pair of them. After a short journey Ethan wakes up in the wreckage of a car accident just outside the titular village and begins his search for Rose. Along the way Ethan encounters residents of the Village who offer bits of exposition detailing residents who have come down with lycanthropy and reference a "mother Miranda" deity like figure to whom they all pray. 


After a brief visit with some residents of the village ending in a house fire and several deaths Ethan is captured by Heisenberg and introduced to Mother Miranda and her "children." The cast of villains in the game is comprised of Lady Dimitrescu, whom moving forward will be referred to as Lady D, Donna Beneviento, Salvatore Moreau, Karl Heisenberg, and Mother Miranda herself. Creating such a large cast of very visually distinct villains is clearly Capcom's attempt at establishing several more iconic RE villains on par with the likes of Mr. X, Mr. Birkin, Nemesis, Wesker, and Mr. Baker. Unfortunately cramming so many antagonists into a game with what seems to be a shorter than normal runtime even for a Resident Evil game leads to there not really being any stand out. The cast feels bloated and while each villain is distinct in their appearance that’s where that easy distinction stops. Abilities, motives, and personalities are all lost in the shuffle as the specific area for each villain consists of maximum two hours of gameplay just a few minutes of which is spent with the actual villains. So while I listed the villains just a minute ago I honestly don’t think I could do it again from memory and if I was asked to name any of Lady D's three daughters that play a prominent role in her level I can guarantee you that I wouldn’t be able to. Despite looking fantastic the antagonist roles suffer from a lack of focus and prominence turning what could have been excellent into something that is somewhat forgettable. 


As absurd as this may sound Resident Evil is a story that has always been grounded in at least some semblance of reality. What I mean by that is that while yes there are mutated zombies and super human abilities they are all grounded in a fictious science. Throughout the series there has never been any magic or hint at the supernatural, everything can be connected back to some sort of scientific experimentation gone wrong. So when encountering Lycan's aka werewolves just minutes into the game with zero indication that these creatures are anything but supernatural I was a bit put off. And that's how I felt for so much of my first playthrough of Village, I was constantly encountering creatures and people with what appeared to be supernatural or magical abilities with no connection to the science of Umbrella. Obviously there was the Umbrella logo placed in prominent spots throughout the game but it wasn’t until the very end when in Mother Miranda's chambers reading notes that are extremely easy to walk past it's revealed that she discovered the mold hundreds of years ago and the creatures encountered are all failed test subjects as she was experimenting with the mold that would later go on the be genetically engineered into the serum's that resulted in the T-virus and the G-virus. 


I know this is a bit nit picky but for whatever reason this move away from closely relating everything happening to being grounded in pseudo science made the game less enjoyable. I had the same complaint of Resident Evil 4. By keeping the player in the dark with respect to the root cause of everything going on around them, the game feels as though it is taking place in a fantasy world that absolutely cannot be the same as the world in which Resident Evil 2 and 3 take place. 


One of my biggest complaints of Resident Evil 7 was in just how physically resilient Ethan Winters was. Early in the game Mia literally chainsaws his hand off but after pouring some of that first aid liquid on it and stapling his ENTIRE HAND back onto the stump of his arm everything seems to be back to normal. Village ramps up the grotesque violence even further and yet Ethan was still resilient. From being impaled, to ripping hooks through his hands, and once again having a hand completely severed then just shoving it back on Ethan's body seems to be indestructible. I'm capable of suspension of disbelief but I would be lying if I said that this didn’t feel stupid in 7 and for the majority of Village. But then towards the end after Chris is convinced that Ethan is dead and Mia insists that he's not and even says to Chris that Chris doesn’t know what Ethan is capable of it's all explained by Eveline, the main antagonist of 7, of all people. After "dying" at the hand of Mother Miranda, Ethan finds himself in a dream like state and is told by Eveline that Jack Baker killed him almost as soon as he made his way onto the farm and when Ethan awoke to that iconic scene at the dinner table in the Baker house his body was made entirely of mold that had absorbed and recreated not only his physical body but also his consciousness. 


Ignoring the fact that it appears as though the mold that is the catalyst for all the events of Resident Evil is essentially capable of anything, this is actually a really cool development. Not only does it easily explain away how Ethan was able to perform all the physical feats he did in both 7 and Village but it also functions as a revelatory moment for the player. After spending six main line games and several spin offs fighting the resulting products of the mold and the viruses born of it the player realizes that they have now spent a majority of one game and the entirety of another playing as one of those monsters. In a way Ethan is to Mother Miranda as Mr. X, Mr. Birkin, and Nemesis are to Umbrella Corp and the player has been playing this character all along. 


Just like the story the gameplay was full of good and bad elements. Village features some really good ideas that make for noticeable improvements over it's predecessor but makes a fatal mistake resulting in a feeling of having taken two steps forward and one step back. Overall a net positive but one that could have been significantly greater had the developers just made one decision differently.


Let's start with the good. The weapon variety is very similar if not a little expanded on what we have all come to expect out of a Resident Evil game. The usual suspects are all here, multiple pistols, shotguns, grenades, and the classic grenade launcher and magnum can all be fairly easily obtained in a casual play through of the game. With the exception of the standard pistol and the sniper rifle all the guns sound great while feeling weighty and offering excellent feedback. Ammo scarcity is nearly perfect making almost every encounter especially in the late game feel like a stressful situation with high stakes making overall combat and gunplay rewarding both in the moment to moment action as well as in the final result of an encounter. 


One way that Village stands out from other Resident Evil games however is in an insane level of enemy variety. Not only does it feel as though there are more enemy types than basically any other RE game but also those enemies are clearly subspecies conceived of a shared ancestor and differing in how they’ve developed based on the circumstances of their environments. Grouping enemy types that share a common conceptual ancestor together in specific areas then designing those environments and creatures concurrently leads to a feeling of cohesion that brings the world of Village to life in a way that sets a new standard for the franchise. Enemy types and varity of environments keeps the game feeling fresh from beginning to end never leaving me feeling as though I'm repeating a process that I have done several times before. 


The gameplay of Village is very enjoyable, but the single biggest mistake the game makes is in it's perspective. At E3 2015 after three years of silence since the less than stellar Resident Evil 6 for which Capcom was criticized for making Resident Evil too action focused and losing touch with the roots of what Resident Evil is, Capcom debuted a PSVR demo simply called Kitchen. The demo was said to be a proof of concept for a game that Capcom had in development and was so scary that it became one of the biggest stories of the show. Just one year later at E3 2016 on stage at Sony's press conference Capcom revealed that Kitchen was actually the first demo for the newly revitalized Resident Evil 7 for the first time ever to be played in VR. At the time of this announcement that change in perspective made perfect sense, if the game was going to be played in VR then of course it would need to be played in first person. RE7 was released in January 2017 and when played in VR it was an experience unlike any other I've ever had when playing a video game, firmly cementing it as not only my game of the year in a year in which it was competing against Horizon Zero Dawn and Breath of the Wild but also made it a strong contender for my game of the generation. RE7 and VR were made for each other and that was evident from the moment you put on the headset.


Then at E3 2018 again on Sony's stage Capcom had another surprise for the industry. In an well paced trailer with early teases throughout culminating in the reveal of Leon Kennedy Capcom announced a ground up remake of the fan favorite Resident Evil 2.  Unlike the original RE2 the game didn’t feature static cam's and tank controls and unlike RE7 it wasn’t played in a first person perspective. Resident Evil 2 remake was an unapologetic third person survival horror game that immediately felt like what Resident Evil has always been supposed to be. The lack of VR was a bit disappointing after how thrilling 7 was but the third person perspective superb to the point that I found myself never wanting to play a Resident Evil game in any other way. 


After demonstrating in just the last four years that Resident Evil can be fantastic in first person in VR or in third person on a TV, Capcom's decision to make Village a first person game without the option for VR is perplexing to me. Of the offerings of modern Resident Evil, Capcom has found two incredible ways of delivering the overall experience neither of which are utilized in Village, making for a good game that could have been great in two radically different ways but wasn’t. 

And finally the fear. When evaluating a Resident Evil game one must take into account the fear elicited by the experience. The single best thing RE7 did was that it made Resident Evil truly scary again. By ratcheting up the fear and intensity of RE7 Capcom was able to reclaim Resident Evil's identity in the survival horror genre while implicitly acknowledging the criticisms of RE6 and embracing the fact that not every game needs to imitate Call of Duty. If on a fear scale of 1-10 Alien Isolation is a 10 then I would call RE7 a 9, and sadly on that scale Village is only a 5.5. While the game features an overall somewhat scary atmosphere, and Beneviento's house briefly takes that fear level up to an 8.5 the game never reaches the level of fear that RE7 did and even at it's scariest it abandons that intensity far too quickly. Village features plenty moment's in which I was truly scared but those moments are fleeting and before I knew it I was back to feeling far more confident than I should have when playing a brand new Resident Evil game. The fact that Village is, at times, very scary but the majority of the game feels bland by comparison leads me to believe that the developers at Capcom still have the ability to develop truly terrifying games but most likely have data showing that RE7 was too scary and led to significant portions of their audience never finishing that game resulting in Village being a less scary experience. 


Overall Village is a good game that is proficient in all categories. That being said, it also leaves something to be desired in almost all categories. Village tells an interesting story despite it feeling out of place in the larger Resident Evil Universe. Gameplay is dynamic and engaging but would have been better had it been played from a third person perspective. Village strays quite far from the beaten path that is modern Resident Evil but in the end stands as a good an unique addition to the franchise. 


Did you play Resident Evil Village? Let me know about your thoughts on the game in the comments down below. Don’t forget you can see everything I do all in one spot over at I'll be back next week talking about something else entirely so until then just go play some games.

LegalSpeak Frontlines Critique