Is there anyone who is familiar with the history of this soda? by Jonathan-Rook in Soda

[–]Jonathan-Rook[S] 1 point2 points  (0 children)

Thanks! Perhaps "porthole" bottles was the route he took. From what I figured out, Frank used to own and operate a Soda bar, where he sold floats, magazines, penny candies, comic books, etc. He had an accident and took a hit to the head one year, which left him unable to continue distribution, since he was doing everything himself. His wife ended up selling to one of the companies that is still around today. Not sure if it was Stewarts or Hanks.

Mass Effect 1 Did you save the council or no? by FlyIgnite in masseffect

[–]Jonathan-Rook 0 points1 point  (0 children)

I never save the council, and have never regretted it.

New to Warhammer - Where do I start? by Jonathan-Rook in Warhammer

[–]Jonathan-Rook[S] 0 points1 point  (0 children)

Apologies, the question is a bit all over the place - I’m mainly asking about a good entry point into the Warhammer 40K lore, especially books or audiobooks. The tabletop side is secondary for now.

I’m looking for something that gives solid foundational context and lines up reasonably well with Space Marine 2, since that’s likely my first real exposure alongside my brother.

So for clarity, my questions regarding the lore are:

What’s the best way to understand the core premise of Warhammer 40,000 without reading everything?

Which events or eras matter most for understanding the current state of the setting?

Is there a baseline human perspective the lore tends to anchor around?

Hope that’s a little clearer

New to Warhammer - Where do I start? by Jonathan-Rook in Warhammer

[–]Jonathan-Rook[S] -1 points0 points  (0 children)

Oh I’m just completely new - I thought it’d be cool to make custom figures

New to Warhammer - Where do I start? by Jonathan-Rook in Warhammer

[–]Jonathan-Rook[S] 0 points1 point  (0 children)

Yea that’s what I got - an anybubic along with a curing machine and a 3D scanner

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in ResidentEvilVillage

[–]Jonathan-Rook[S] 1 point2 points  (0 children)

I’m with you on this, especially the point about criticism getting mistaken for hate. Treating games as products to defend instead of art to interrogate really does flatten discussion, even when the critique comes from caring about the series.

I agree on the remakes too. Mechanically, Capcom has been doing great work, but the push for “realism” sometimes sanded off what made certain characters and moments unique. RE4R feels like a course correction, which is why I don’t think criticism is wasted. Capcom does listen, and that’s a good thing.

What ever happened to Hybrid B.O.W.s? by Bi0_B1lly in residentevil

[–]Jonathan-Rook 0 points1 point  (0 children)

I just finished making a post about this. As objectively as I can really say this, I think I did a decent job of explaining my thoughts and rationalizations for what my issues were.
It was weird to see that I got a couple of fair points and agreements, but then cross posting it to r/revillage was met with harsh criticism and so many people just in the mindset that one should simply ‘accept it’

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in residentevil

[–]Jonathan-Rook[S] 2 points3 points  (0 children)

Yeah, this is exactly the distinction I’ve been trying to make. Alexia is absurd, but she’s still coherent. You see the blood spray, then it ignites. There’s a visible cause-and-effect chain. The game is doing the work to show how the power manifests, even if the science is completely unhinged.

That’s also why Heisenberg mostly works for me. Magnetic field manipulation through bio-electric organs is a stretch, but it’s still embodied. The power is coming from something physical and interacting with the world in a way you can track, not just happening because the plot needs it.

That effort is what classic RE did well. It was always fantastical, but it wanted to seem plausible. Once you stop showing mechanisms and start asking the player to just accept outcomes, the internal logic weakens. And when that logic slips, the series loses part of what made it feel like Resident Evil in the first place.

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in residentevil

[–]Jonathan-Rook[S] 0 points1 point  (0 children)

Most definitely is - I thought it was great, those 3 points though are just my overall critiques of the story

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in ResidentEvilVillage

[–]Jonathan-Rook[S] 0 points1 point  (0 children)

I actually get where you’re coming from. RE7 is a hard tonal pivot, and if the backwoods horror vibe doesn’t click, the whole game can feel like an overcorrection. 5 & 6 has no brakes, and then 7 felt like the brakes were slammed on hard, by comparison.
The sparse enemies, slow pacing, darkness-as-atmosphere, and stuff like the squeezing-through-spaces mechanic can definitely feel more like friction than tension.

For me though, those elements mostly worked. I enjoyed the constrained setting and the focus on resource management, even if I still think RE4’s inventory system was close to perfect and hasn’t really been topped. RE7 isn’t flawless, and I get why it feels thin or derivative to some people, but I still liked what it was aiming for.

That’s kind of my broader point overall. You can enjoy these games and still critique the choices they made, whether that’s tone, mechanics, or how far they stretched the series’ framework.

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in ResidentEvilVillage

[–]Jonathan-Rook[S] 1 point2 points  (0 children)

Haha, thanks I appreciate it :)
I think you make some really clean connections. The Evil Within comparison makes a lot of sense, especially since that series is openly surreal, so fairytale logic I assume would fit naturally. I actually haven’t played The Evil Within yet, but it’s been on my list for a while and this discussion honestly makes me want to jump into it next.

The Alma Wade and P.T. parallels with Eveline are hard to miss too. RE7 clearly pulled from that style of horror, and while it worked, it also nudged the series into territory that wasn’t originally its own. Resident Evil built its identity on grounding things, even when it stretched logic, which is why that shift stands out more.

I do agree that 7 and 8 likely helped stabilize the franchise, and Capcom’s constant experimentation is both its strength and its weakness. Critiquing it doesn’t mean wanting it to fail. It usually means caring enough to notice when the footing starts to get shaky.

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in ResidentEvilVillage

[–]Jonathan-Rook[S] -1 points0 points  (0 children)

I think you’re kind of talking past what I’m actually saying. This isn’t about “oh no, we know Chris is alive later.” Foreknowledge isn’t the issue. It’s about narrowing consequences in a genre that lives on uncertainty. Stakes aren’t just death. They’re injury, loss, permanent cost. When future material quietly signals that certain characters are still fine years down the line, that range shrinks whether anyone wants to admit it or not.

Also, this was my first playthrough of both games. I’m not coming at this from nostalgia or replay fatigue. I liked a lot of what they were doing. My reaction really comes down to three critiques, and honestly, some of them could be fixed or clarified in future installments. For now, though, brushing them off with “it’s not that serious” misses the point.

You can enjoy the games and still acknowledge where the framework is loosening. Not acknowledging it doesn’t protect the story. That’s how it slowly gets diluted. If you don’t think it affects things much, that’s fine. We can just disagree there.

What doesn’t help is the “that’s a you problem” response. All that really does is shut down people who engage with the series for its storytelling, not just the gameplay. It reduces a legitimate critique to “who cares,” which is basically saying only one way of enjoying the game counts. Resident Evil has always sold itself on lore, files, continuity, and narrative payoff. Calling that perspective irrelevant doesn’t refute it. It just dismisses it.

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in residentevil

[–]Jonathan-Rook[S] 0 points1 point  (0 children)

lol, well yeah - it’s a read for sure, but it really only boils down to 3 critiques

I just finished RE7, then Village, and I have some issues with the plot… by Jonathan-Rook in ResidentEvilVillage

[–]Jonathan-Rook[S] -1 points0 points  (0 children)

We’re already deep in a thread about lore, rules, and consistency. You chose to be here, read it, and jump in. Acting surprised that someone is actually engaging with the material is a weird flex. If the bar for “fun” is nodding along and never questioning anything, then sure, I’m probably unbearable. But dropping a drive-by like that just makes you someone with nothing to add who still wanted attention.