When Heaven Thaws

1.0

 

     Crazy thing is, no one gave that old timey blessin' last time I sneezed.  Been comin' in here so long only know this place and the Pit.  Unless they gettin' farther apart or I'm see-sayin' things different; these my people.  No one had the time!?  Unless I'm going crazy or making things up; everybody got real inconsiderate!
    Things are changing.  They're changing too fast for me.  I'm doing the same work at the same pace, but I'm more tired.  Maybe people just stopped caring.  I don't know when I can write again, but you stay safe Marcy.

 

Nicholas out
(Signature)

 

---

 

That shine.  That shine speaks, quicker, smarter, and brighter than any man living or dead.  Even if they weren't paying us to dredge it up out of the pit, we'd be clawing and digging through each other to catch a glimpse of the last few scraps.of shine on this mud ball.

 

8.0

 

     I knew I wanted one of her drinks before I was allowed to know what drinks were.  Calhoun says that means I need reassignment, but I think Calhoun just likes her too.  Prethoughts are bad times because they jump us ahead, like cutting in line during meal-time.  That's what Calhoun says.  He may be right always, but I think he likes it always more.  Any time, she pours that fizzy stuff and it catches the tight curls round her soft head and I know that's it.  Book says we get one.  She looks like one to me.
    Brian tried to say she was his already, but I taught him but good.  He found the bad times prethought and I reassigned a few of his teeth.
    And I know you thinking it's those meal-time eyes and night time lips, but it wasn't.  No way.  Elbows.
    And can't I just see you digging knee to gut hee-hawing at my wordslips, but I mean it.  When that pitcher tilted just so and that fizz filled every lonely space I saw where my elbows would fit.  I told that to Calhoun and he shut his jibb-jammer just long enough to smile at me.  Smile like maybe I got one right.  Maybe that's how this all works.  We make it together like a big 'ol ball of elbows.

 

8.1

 

     Take away one scrap of fabric or throw them chunky jewels over a nasty scar and you can make a new person.  All them bits had you hankerin' and clawin' at the Wrong Spot.  Then you come to, pantin' and sing-sayin' how you didn't know what you was doin'.  Talkin' bout Scratch crawled in your veins, make you do things.  I ain't buyin' all that.
     Man always know, right?  Maybe ain't on the day, but that stink-sore on his insides lets a fellow know he fucked up but big.  Always gets to him.  Just starts in different places.  That's why I don't stay mad at Meg.  Often as she changes faces, she always looks beautiful to me and I know we gonna see each other again.  Least until we don't.  But that won't be anybody's fault.  Not hers or mine, not Scratch, not even the Pit.  Just how things is, no use making a big stink bout it.  Nuff stink down here already. 

 

- - -

 

    Daddy always said 3's portant.  He'd wiggle waggle those sausage fingers in my face and say it every morning, meal, and rest.  "Two ah dem, add one more, you got seven!"  Acting like he'd solved some big time secret riddle, but really he just making me feel dumblike not knowing numbers.
    I say it's whatever's in front of you that's most portant.  Even if it's sausage fingers.  Today it just happened they was 3 things I seen.
    First one's that big sad makes a coal man get the streaks.  And you know I mean the face, not the gaper.  Lester thought he saw a shiny worth a whole year and made to reach right when the shave was swingin' back for its last pass.  Down here in the muck we take whatever we can get out the sicksweet muck.  Sposed to go straight up.  Some the guys shave off the top skim though, make deals with Big Frank.  Lester tried that and got shaved back.  And don't you know he lost 3 of his wiggle-wagglers and ain't learned nothin'!  Now he wants that shine even more, talkin' bout how it's his right cause he lost those fingers doing company work.  I wish Daddy was still here to teach Lester that old truth.
    Second one's just the muck.  Whole damn stinking sponge we still trying to crawl off of.  Daddy said we got close a couple times when he was still paddlin', but I think he just liked seeing big time, so his eyes soaked up light the way our land soaked up all that ancient filth.  Funny thing is this.  Shit started smelling good to me today.  
    Third one's that barmaid.  She was back again today.  Calhoun and Book and Lester, they all say I'm nuts.  No way she sees me any way like how I'm seein' her.  Say I'm stalking.  Don't think so.  We all go to the same watering hole.  Only clean one this side of the husk, I just seen her first.  Seen her right I mean.  Any way, he was back again today.  Maybe it means something, maybe not.  I'm getting tired so that's gonna have to be it.

 

- - -

Don't Let Me Keep You

Don't let me keep you. I'm sure you've got very important places to be; there are people waiting for you. Loved ones? Maybe not. Ones who care about you, surely, but they couldn't have cared very much. We wouldn't have met. Not if they had cared even a little more.

What was it that tipped you over the edge, I wonder? What brought you here? For now I wonder. Soon enough you'll tell me. Even if you never figure it out I will chisel the bits out of you in time; peeling back your regrets, phobias, and dreams like the soft and rotting layers of an unused onion. But this onion can bleed.

This onion can beg.

Was it some ephemeral dream of fame; maybe just recognition? Did you believe I could, might even want, to drip some of my shine onto your negligible existence? You have things I want, to be sure, but none you would willingly offer as collateral even for the materialization of unfettered fantasies. Some of these things are mine already. You have guessed at a few more on my list, but there remain an endless number you can't imagine; and I can't stop imagining. I won't.

Your friends told you about this place back when bogeymen were real and schoolyard hyperbole could pass amongst peers as gospel truth. They planted my seed without knowing I had gifted it to them, generations ago, feeding bits of fanciful daydreams into the uneducated minds of their ancestors. Even then I knew you; knew you would come. How much better we know each other now. How close we've become. How much closer can we be? I feel your dread where my heart should be, tugging like a fish on a line it couldn't fathom mere moments before.

Certainly I had other methods I could have used to bring you here. Backup plans stacked atop ruses, tumbling all around you like freshly disturbed stacks of books in a hoarder's home. I couldn't be too obvious; not all the time, anyway. You might have heard about the attic window that frosted shut and sometimes grew great icicles like fangs in the dry heat of summer. The changing number of windows on the front of the house. There were the dead dogs on the lawn. Those I'm sure you heard about.

The first few appeared weeks apart, always in the center of the uncut yard, forming bloody craters in the foot-high overgrowth born of keen superstitions that kept even the bravest would-be landscapers away. Each one was supine, legs spread outward and pinned with lawn darts, its belly split; mouth open as if laughing at the sky. They all appeared to have been well taken care of, loved. Right up until the end, that is. Bright collars with bone or heart shaped tags still clung to their sticky, blood-caked fur. Owners were never contacted. The tags would always show the animal's name as something innocuous like "Rex" or "Fido." The owner's names were where I had my fun.

I still giggle imagining sad and horrified people steeling themselves to call someone named "Colon Jackson" or "Puss Macruthers." They may have even had phones in their hands when they realized the engraved phone numbers were always too long, too short, or contained extra digits unfamiliar to any living scholars. It was juvenile, sure, but it kept people whispering about the house: my house. Those more rational traders of gossip would assert teenagers were responsible. Gross and silly names pointed to the immaturity of the pranksters, and that's just what I had hoped for. I couldn't risk scaring you off with something too explicitly impossible or terrifying. You have to believe me, I didn't want to scare you. Not then.

That's all done now. You're here with me. You'll never capture a photo of a glass dripping water up through the buttery light of my kitchen toward the fetid ceiling; scabbed over since last night's bleeding. There will be no reality television career for the amateur ghost hunter whose childhood town harbored a devil house. You will tell stories; but only to me, and only between screams. For now you might believe your failing body and slowing pulse are inching you closer to the punctuation of death. That looming period that marks a finite ending to your suffering. I assure you, your sentence is just beginning.

This isn't punishment, not really. If I still had a soul I might apologize, for you've done nothing wrong. Nothing you'd understand, anyway. No, my friend, this isn't retribution or rehabilitation. I don't aim to make you a better person. I'm going to make you something less and more than the great gods of your most ancient myths. I'm going to outshine the gargantuan terror of your species' most secret and tenacious fears.

Were this sport and I enjoyed a challenge the way you apes seem to, I might have slipped you a note. It could have been stitched into the wings of a dying butterfly or seared into the surface of a freshly opened pop-tart. You wouldn't have known what it meant, shivering there in your backyard, kitchen, bedroom. You couldn't have known like you do now. There are holes in the world that swallow you whole, chew up the memories of you, spit out strips of undigested consciousness like bones, and leave those who knew you struggling to remember you name.

You would have done well to stay away, heeded the warning I never gave: Don't let me keep you. 

Lofi Dragon Reviews Resident Evil 6

It’s been over three years since we last saw a numbered entry in the series that popularized survival horror.  Left 4 Dead 2, Dead Space 2, HD rereleases of Resident Evil Code Veronica and Resident Evil 4, along with the 3DS exclusive Resident Evil Revelations have helped to fill that gap, but now Capcom has finally given us Resident Evil 6.  An extremely ambitious game, RE6 tries to simultaneously return to its survival horror roots, push ludicrous action, and tell multiple stories; all in the same game.  Keeping these moving parts from dissolving into a muddled mess is a tall order, but a crew of Raccoon City alums and a fresh batch of characters might just be up to the challenge.

 

Design
 
Resident Evil 6 features 3 campaigns that each star a character from past games paired with a newcomer.  Resident Evil 5 introduced cooperative play into the series and it looks like partners are here to stay.  Even while playing alone you will be accompanied at all times by a computer controlled companion who will lend supporting fire and even help you up when enemies knock you down.  Mercifully, you don’t have to worry about managing your partner’s inventory.  They are pretty good at handling themselves and I never once had to protect or pick up a downed ally.  I do wish I had the option to play completely by myself, though, as having someone (A.I. or otherwise) tagging along kind of crushes most opportunities this game might have had for instilling real horror.  Familiar Resident Evil trappings are here as far as green and red herbs, limited ammunition, and grotesque monsters; but this game feels very different from those that came before. 

Characters move more briskly, chase sequences are more frequent, and puzzles are few and far between.  In some segments it feels like Capcom is trying to ape Gears of War with big shootouts and a fully (though clumsily) implemented cover system.  In other sections you might find yourself running toward the camera in a fashion eerily reminiscent of Uncharted.  Now I know Resident Evil 4 featured tense running segments well before Uncharted came out and that Cliff Bleszinski has named RE4 as the inspiration for many of the game mechanics in the original Gears of War.  Capcom did over-the-shoulder third person shooting and tense chases way back in 2005.  They simply haven’t innovated that much here.  Shifting camera angles and less than perfect controls frequently make hurriedly escaping danger a tedious game of trial and error.  Thankfully there are very frequent checkpoints; so you won’t have to slog through long sections repeatedly just to have another shot at getting past a hazard that kills you instantly.  Likewise, the cover system works well sometimes, but often left me popping unexpectedly in and out of cover while sometimes still unable to line up a shot on an enemy.  I may be nitpicking, but RE6’s shift into action heavy sequences seems somewhat sloppy to me.  Even when you do need to solve a puzzle, keys are highlighted with waypoints and you are constantly bedeviled by enemies that, in some cases, seem to endlessly respawn.  Zombies popping unexpectedly out of closets might be a tired mechanic, but I prefer that to constantly fighting.  Moments where this game could build tension are discretely separated from those where you’re being attacked, so you never get a chance to really be afraid.  Each of RE6’s campaigns do feature different feels, though, and that’s much appreciated. 

Leon and Helena’s story feels the most like a classic Resident Evil and marks the return of the series’ (once) trademark zombies.  Chris and Piers go on a combat-heavy adventure that feels more like a military shooter with horror elements.  That leaves Jake and Sherry, whose tale sees them pursued by the seemingly unstoppable Ustanak; harkening back to the Nemesis from Resident Evil 3.  All of these stories weave together in a clever fashion and you will be able to switch between campaigns whenever you like.  Sections of each campaign will intersect with the others and help fill in all the bits of the story.  It’s a very cool system that kept me interested even when playing through some of this game’s more ridiculous moments.  There are parts of this game where everything will come together in just the right way, leading to some very fun and tense moments, but that’s not the case most of the time.  Horde mode style enemy onslaughts and some less than stellar driving segments seem like they’re just padding this game’s length and mar what could have been a truly exceptional entry into the Resident Evil franchise.  I love the three campaign idea in theory, but in this case it simply makes this feel like a game whose good bits have been spread a little thin.

 

Audio
 
Creaking wood, shuffling footsteps, and groaning monsters all sound creepy and help set a great mood in RE6’s slower moments.  Most of the time, though, you’ll be hearing gunshots, explosions. . .and shrieking monsters.  All of these sound effects are well mixed and definitely sound great.  Music changes appropriately; shifting from creepy and subdued to tense and percussive as each moment dictates.  There were some strange moments where the music would go away completely during a shootout, but these were pretty infrequent.  I really enjoyed this game’s soundtrack and it’s clear Capcom paid a lot of attention to each track’s quality.  The voice acting here is actually pretty good, too.  The lines these characters say can be overly campy and sometimes inappropriate, but I think that’s more due to the dialogue’s writing and/or translation.  RE6’s audio package is great and goes a long way toward setting a tone that keeps this from being just another action shooter.

 

Graphics
 
Visually, Resident Evil 6 is a mixed bag, but not in the typical sense.  While there are occasional bad textures and goofy looking enemy designs, almost everything you’ll see is polished in a way that’s rarely seen in current console games.  Light and shadows are used to great effect, character models are highly detailed, and facial animations in particular are often exceptional.  It’s the way this game moves that proves the most problematic.  Enemy animations are pretty good until you attack them.  Sometimes they’ll flip through the air, clip through each other, or generally move in a strange, stilted way.  This has been the case since Resident Evil 4, but I was hoping it would be remedied here.  It just sticks out against how detailed every other part of this game looks.  Also, while I feel there’s some validity to complaints about past RE games featuring “tank controls,” in Resident Evils 4 and 5 restrained character movement let designers have some control over what you would be looking at.  While there are parts of RE6 where fixed cameras with classic Resident Evil angles are used, most of the time you will be able to move and look freely.  Unlike in most AAA third person shooters, however, your character will jerkily rotate and it’s often difficult to fix your view on what you want to see, breaking the otherwise great visual fidelity.  There are some amazing looking moments in here, but seeing a character switching weapons or run in place, among other things, really hurts an otherwise phenomenal-looking game.

 

Gameplay
 
At the risk of starting a flame war, I’m going to say that Resident Evil games have never been particularly great shooters.  Much like the Metal Gear series, shooting is important, but it’s handled in a more methodical way that makes just using guns while running around seem like a bad strategy.  I think that’s great.  I don’t want every game to feel like Gears of War, Halo, or Call of Duty.  While you can earn skill points and use them to level up attributes like recoil control and firearm power, Resident Evil 6 still makes using guns a little trickier than its third person shooter peers.  This makes moment to moment gameplay particularly tense because your life will frequently depend on making tricky shots that are more difficult here than they would be in other games.  Running and shooting feels a little more loose than I would prefer, but it works well enough.  A great deal of the time you will need to execute Quick Time Events that require you to swirl a joystick around or hit an appropriate button in response to an onscreen prompt.  You’ll see some of these context sensitive events more often than others when you need to shake off an enemy or jump across small gaps.  Some of the prompts can be confusing at first glance, but required button presses or joystick motions always seem appropriate.  Moving through this game requires basic navigation, shooting, running from danger, and even some driving segments.  The last two don’t work so well all the time, but they can be very exciting nonetheless.  Certain unique moments that require stealth or rudimentary puzzle-solving will arise from time to time and these are the points where Resident Evil 6 starts to shine.  Also, the boss fights here are very engaging, feature multiple stages, and harken back to past Resident Evil greatness.  I had a lot of fun playing this game, but I’d only say about a third of it was remarkable.  The rest isn’t bad, and maybe I was just hoping for more from a franchise I love, but large chunks of this game feel merely mediocre.  I would still recommend playing RE6 overall, but I couldn’t help wondering how I would feel about its gameplay if it wasn’t a Resident Evil game.

 

Replay Value
 
Beating the three campaigns, along with the fourth doing so will unlock, takes around twenty four hours on normal difficulty.  That’s a good chunk of game, but, as I said before, it feels like there’s a lot of padding in there.  The fourth, unlockable campaign, while shorter than the others, was my favorite.  You can play any of the first three campaigns with human controlled partners on or offline, and sometimes your game will intersect with another player’s letting you help them tackle tough moments or boss fights.  Mercenaries mode returns, letting you earn skill points and generally just have fun seeing how many enemies you can take down by yourself or with friends.  One unique addition is Agent Hunt where you can enter another player’s game online as an enemy and try to take them down as they play through the campaign.  This can be fun in small doses, but I doubt it will have much staying power with the online community at large.  Resident Evil devotees will no doubt love the plot twists, multiple ways to play, and the myriad collectibles to find by shooting blue medallions scattered throughout the game.  There is a lot of content here, but I’m not sure this game will have what it takes to keep newcomers to Resident Evil or “purists” (who think the series peaked with RE2 or 4) playing once they’ve beaten the four campaigns.  Personally, I plan on playing a lot more of this game.  Capcom took some big risks with Resident Evil 6 and, while they don’t all pay off, the ones that do are refreshing and remind me why I keep playing this series.

 

Design – 7.5

Audio – 9.0

Graphics – 8.5

Gameplay – 8.0

Replay Value – 7.0

 

Overall – 8.0