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The History Of The Resident Evil Franchise Part 2

Here is my continuation of “The History Of The Resident Evil Franchise Part 1“.

In 2007, Resident Evil: The Umbrella Chronicles, a rail shooter game covering the events of Resident Evil 0, Resident Evil and Resident Evil 3: Nemesis, was released for the Nintendo Wii while the third Resident Evil film “Resident Evil: Extinction” was also released and performed well at the box office. In 2008, an animated film called Resident Evil: Degeneration was released and, unlike the live-action films, was actually canon to the universe of the video game series. In 2009, Resident Evil 5 was released with an emphasise on co-op gameplay. The game sold record numbers and was praised critically although some were concerned that the franchise was losing its horror roots in favour of action. Resident Evil: The Darkside Chronicles, a sequel to Resident Evil: The Umbrella Chronicles that covered the events of Resident Evil 2 and Resident Evil – Code: Veronica was also released in 2009 while the next Resident Evil film “Resident Evil: Afterlife” was released in 2010 and proceeded to double the box office gross of Resident Evil: Extinction which had previously been the highest grossing movie in the franchise.

2012 saw an unbelievable wave of Resident Evil content with Resident Evil: Revelations released for the Nintendo 3DS, pushing the graphical limits of what the handheld was capable of, a squad-based co-op game called Resident Evil: Operation Raccoon City and the next major entry, Resident Evil 6. Despite selling millions of copies worldwide, Resident Evil 6 received backlash for continuing to strip away the survival horror elements and turning into an outright action game (perhaps a tad harsh in my personal opinion but I understand where they’re coming from). Additionally, the second Resident Evil animated film “Resident Evil: Damnation” was released while Resident Evil: Retribution, the fourth film in the live-action film series, continued to prove successful at the box office.

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The History Of The Resident Evil Franchise Part 1

When the topic of horror video games is brought up, it’s nearly inevitable that someone will mention Resident Evil. Having sold 117 million units since its inception, Resident Evil is not only the most successful horror video game franchise of all time but is also one of the best-selling video game series ever. In addition to numerous video game entries, this success has led to a wide variety of spin-offs such as movies, TV series etc. and, given how large the franchise can appear to be, I thought it would be worth covering the history of the Resident Evil franchise.

Let’s start with the history of the first game. The origins of the first Resident Evil game lies in an earlier game that was released by Capcom, the company that develops and releases Resident Evil. Sweet Home, released in 1989, was based on the Japanese movie of the same name and features characters exploring a mansion while encountering supernatural beings with the gameplay revolving around RPG mechanics as well as item management, puzzles and multiple endings based on how many characters survive. Tokuro Fujiwara, who had directed Sweet Home, assigned Shinji Mikami, who had previously worked on several Disney video games, to be the new game’s director in 1993 with the intention of remaking Sweet Home under a different name due to rights issues. Initially being developed for the Super Nintendo Entertainment System before switching to the PlayStation, Resident Evil was released in Japan in 1996 as “Bio Hazard” with the name Resident Evil being used in the Western release. The game stripped away the role-playing elements that were present in Sweet Home, emphasised zombies although other creatures do exist within the mansion and a third-person fixed camera inspired by the 1992 Alone in the Dark game. The game was a surprise success with the original release and a later director’s cut version selling a combined 5 million copies over their lifetime and is often credited with popularising the survival horror genre.

The cover for the Resident Evil PS1 release.
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The Wonderful And Spectacular Composer Yoko Kanno

With the news that Yoko Kanno is returning to the Cowboy Bebop franchise by composing for the live-action adaptation, I thought it might be time to take a look at her history and career. Famous, and justly so, for her work on composing soundtracks for anime, this is merely one facet of her work and only one reason why the composer Yoko Kanno is so wonderful and spectacular.

Let’s start by looking at her early life. Yoko Kanno was born on the 18th of March, 1963 and found herself fascinated and drawn to the hymns sung at the church she attended. She learned how to play the piano at a very young age and ended up participating in a variety of composition contests. She eventually attended Waseda University, majoring in literature although she did end up joining a band elective where she discovered popular music such as pop and jazz. During this time, a company named Koei, which later merged with Tecmo to become Koei Tecmo, approached Yoko Kanno and asked her to compose the soundtrack for a game called Nobunaga’s Ambition. She accepted and the success of the game ended up jump starting her professional career.

Yoko Kanno.
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I Really Miss Western Traditionally Animated Films

I recently played the two Dragon’s Lair games and, besides how hard they could be, I was mesmerised by the beautiful 2D animation. The game ended up making me hungry for more Don Bluth animation and I recently ended up watching All Dogs Go to Heaven and have ordered several more Don Bluth films that I was lacking in my collection. However, watching these films as well as looking at the history of Don Bluth and his passion for 2D animation has made me realise how I really miss Western traditionally animated films.

I should clarify that I’m referring primarily to the American animation industry when I talk about Western 2D animated films. The Japanese animation industry is still primarily animated in 2D and has seen many box office successes such as Your Name and Demon Slayer: Mugen Train. There are also a lot of 2D animated films produced in other countries such as the films of Cartoon Saloon, French animated movies etc. (although I’d question the popularity of these films due to low box office grosses). However, while many of these films are unquestionably good, these movies lack the grand scale and set pieces that American animation possessed.

The theatrical poster for All Dogs Go To Heaven.
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The Four Dere Archetypes Found In Japanese Popular Culture

There are a lot of tropes that can be discussed when it comes to Japanese popular culture but certainly some of the more popular ones are the four “Dere” archetypes found in these media. Admittedly, I was only familiar with two of these archetypes prior to researching topics for this article so I was quite surprised to learn that there were more than I was already aware of. Given that, I thought it might be interesting to take a look at and examine these archetypes.

First, let’s take a look at the general term “Dere”. Dere, written in Japanese as デレ, is a shortening of the word deredere which means lovestruck. Within Japanese popular culture, these dere archetypes are typically female although there are occasional male examples. It’s also important to note that, while dere is famously associated with Japanese media and has been named thusly, there are plenty of examples of characters from other cultures that fit into these archetypes.

Tsundere

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An Overview Of The Ghost In The Shell Franchise

I’ve recently been reviewing the Ghost in the Shell manga on my YouTube channel and it has truly surprised me how different the Ghost in the Shell manga can be compared to the anime films and TV series that I’ve watched. Whereas I tended to think of Ghost in the Shell predominantly as an anime franchise, which in many ways it is, this experience has made me think about the Ghost in the Shell series as a whole and I recently decided that it was time that I provide an overview of the Ghost in the Shell franchise.

Of course, the most logical place to start with an overview of the Ghost in the Shell franchise is the original manga that started it all. Originally serialised from 1989-1991, Ghost in the Shell was written by Shirow Masamune, who previously got his start by drawing an original doujinshi story. The manga is set in the near future and follows Section 9, a special division of the Japanese Ministry of Internal Affairs that deals with cyberterrorism and cybercrime. While Section 9 is made up of many members, we predominantly follow Motoko Kusanagi, often simply referred to as “The Major”, as she investigates a series of seemingly unrelated events that are not what they first appear to be.

The cover for the first manga volume of Ghost in the Shell.
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Japanese Words That Are Used Surprisingly Differently In Other Languages

I’ve always found the differences between the Japanese language and other languages to be particularly fascinating. I’ve touched on this before when I discussed “Literal Vs Adaptive Translation: Which Is Better?” and brought up the fact that English and Japanese are from two completely differently language families, meaning that many Japanese sentences can be translated in multiple ways and still be “correct”. However, something that I’ve wanted to discuss for a while are Japanese words that are used surprisingly differently in other languages.

The first word I would like to take a look at is a word that I’m sure many of you are intimately familiar with, anime. Written as アニメ in Japanese, notably in katakana to denote that it’s a foreign word, the word anime is an abbreviation of the Japanese word for animation, アニメーション, which in and of itself is a loanword from English. However, what I find quite interesting is the difference in the use of the word anime between Japanese and other languages. Outside of Japan, the term anime is used specifically to refer to animation that is produced in Japan, albeit with some entities trying to change that definition, while in Japan, the term anime actually refers to any and all forms of animation. I’ve noticed that some people struggle with this concept, the idea of anime referring to anything animated probably seems preposterous, but that doesn’t change the fact that that is what the word means in Japan.

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The Fascinating Career Of The Legendary Hideaki Anno

I recently wrote about Hideaki Anno and his passion for Japanese popular culture and I mentioned the possibility of discussing his filmography someday. Considering how positively that article has been received, I’ve decided to take a look at the legendary Hideaki Anno, his fascinating career and his impact on the anime industry.

While I’m going to be focusing predominantly on series and films that Hideaki Anno directed, I’d be remiss if I didn’t discuss his career prior to directing. Ever since Hideaki Anno was a child, he’d always been interested in art and film, to the point of being considered a “problem child“. He later attended the Osaka University of Arts and ended up working as an animator on Super Dimension Fortress Macross. He was eventually kicked out of the Osaka University of Arts for not paying his tuition but not before he teamed up with a number of other students to create “Daicon III and IV Opening Animations”, short anime films that were made on a shoestring budget in a friend’s house. He eventually went to work on Nausicaä of the Valley of the Wind under Hayao Miyazaki where he was assigned the task of working on the God Warrior, a very complicated scene that ended up becoming an impressive set piece in the movie. He, along with the other students who had worked on Daicon III and IV, founded Daicon Film in 1984 which was later renamed as Gainax.

The cover for the Daicon IV Opening Animation.
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Some Of The Most Important Kaiju Films And Franchises

If you’ve been reading this blog recently, you’ll probably know that I’ve been on something of a kaiju kick, recently watching the 15 Showa Godzilla movies and Shin Godzilla and recently starting the Gamera franchise. While I’ve talked about the Godzilla franchise before as well as touching on tokusatsu, the genre of which kaiju is a subgenre of, I thought it might be interesting to take a look at some of the most important kaiju films and franchises within the genre. However, I should clarify that I’ll only be specifically talking about Japanese kaiju films and franchises. The term is sometimes used to describe non-Japanese giant monster movies such as King Kong and The Beast From 20,000 Fathoms so I believe that the clarification is necessary.

Understandably, one of the most noteworthy franchises when it comes to kaiju has to be the Godzilla franchise. However, having already discussed the franchise in its own article, I thought I might use the Godzilla franchise as a jumping off point to discuss various kaiju that initially started out in their own movies before becoming incorporated into the franchise. The earliest example of this would be the 1964 film “Mothra Vs. Godzilla”, a film that pitted Mothra, the star of her own film “Mothra” which was released in 1961, against Godzilla. Within the same year, the film “Ghidorah, the Three Headed Monster” not only introduced the brand new King Ghidorah to the franchise but also introduced Rodan who had previously starred in his own film “Rodan” in 1956. Despite both Mothra and Rodan becoming incredibly popular monsters within the Godzilla franchise, Mothra would only get three more of her own films, the “Rebirth of Mothra” trilogy that were released between 1996 and 1998, while Rodan has yet to get another solo film, appearing pretty much exclusively in the Godzilla franchise.

A picture of various kaiju in the 1968 film “Destroy All Monsters”.
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Hideaki Anno, The Ultimate Otaku

With the release of Evangelion: 3.0+1.0 Thrice Upon a Time and the announcement that the OVA series Gunbuster is getting a Blu-ray release in America with a brand new English dub, the name “Hideaki Anno” seems to be on everyone’s tongues recently. However, while I could certainly write an article on the filmography of Hideaki Anno (which I should probably do someday), I’ve become more interested in him lately due to his lifestyle, his passions and being, in my own words, the ultimate otaku.

I should probably first define what an otaku is. The term “Otaku” is basically the Japanese equivalent of the word “Nerd” and while the word can refer to a variety of interests in Japan, in the West the word is typically associated with enthusiasts of Japanese popular culture, specifically anime and manga. While the word is considered to be offensive in Japan, typically because it implies a lack of social skills, the word has been embraced by the Western fandom to identify themselves. However, even the most seemingly passionate of Western otaku pale in comparison to Hideaki Anno, the ultimate otaku.

Hideaki Anno.
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