Explorez tous les épisodes du podcast Hot Zombie Summer: A Resident Evil Retrospective
| Titre | Date | Durée | |
|---|---|---|---|
| Resident Evil (2026): Movie Review Special (Bonus Episode) | 22 Sep 2026 | 01:38:27 | |
Spoilers ahead! We go in depth on Zach Cregger's third feature length film, discussing the plot, the effects, the performances, and the survival horror vibes of Resident Evil (2026). Thanks for listening and check out our regular episodes premiering every two weeks! | |||
| Resident Evil 4 (2005), Part 6: Wrap-up Special | 16 Sep 2026 | 01:59:04 | |
We are back with a special episode of Hot Zombie Summer featuring our first ever guest! We welcome fellow RE4 superfan Mark from Brain Reaction Trivia for a free-wheeling discussion of this seminal game. Time Stamps 0:00-18:30 Intro and Nostalgia 18:30-26:07 Gameplay Discussion 26:07-38:17 Story Discussion 38:17-50:22 RE4: The Movie Stuntcasting 50:22-1:02:32 Favorite Little Details/Moments 1:02:32 - End Final Thoughts and Legacy ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. We will be back in two weeks as we begin our deep dive of Resident Evil 5. Thanks for listening and follow Brain Reaction Trivia on Instagram! | |||
| Resident Evil 4 (2005), Part 5: "You Say Tomato, I Say Ganado" | 02 Sep 2026 | 01:35:20 | |
But wait, there's more! We return for part 5 of our series on OG Resident Evil 4. We discuss the bonus content of the RE4 PS2 port (and subsequent editions) including Separate Ways, Assignment Ada, and the Mercenaries minigame. We also discuss Uber drivers, Biz Markie, and look into what the Black Eyed Peas have been up to lately. Time Stamps: 0:00-11:49 Cold Open 12:40-19:50 Episode Overview 19:50-41:55 Separate Ways Village Area 41:55-52:35 Separate Ways Castle Area 52:35-1:14:36 Separate Ways Gunboat/Island Area 1:14:36-1:17:40 Separate Ways Wrap-up 1:17:40-1:23:15 Assignment Ada and Mercenaries 1:23:15- End Final Thoughts (plus a Black Eyed Peas check in) ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our fifth of six episodes about Resident Evil 4 (2005). New episodes will be released Wednesdays—every two weeks. Feel free to give us a like, share, or review; thanks for listening! | |||
| Resident Evil 4 (2005), Part 4: “CPO: Chief Plagas Officer” | 19 Aug 2026 | 01:44:34 | |
In episode four of six on Resident Evil 4 (2005), Keith and Logan wrap up the main game with their foray into the game’s island area. The co-hosts critically reappraise this final portion of the game and, in doing so, talk revolutionary and leather daddy ganados, what the average garage door speed was in 2005, why Sadler wishes he was blogging, whether or not Ada is a 1.5 agent, and how Capcom made RE4 a stealth sequel to Nintendo’s Wave Race series. More germane to gameplay, this episode centers both Leon x Krauser fights (QTE knife battle and the Legends of the Hidden Temple fetch quest) as well as the endgame showdown with none other than Osmund Saddler, albeit in mutated scorpion form. Keith and Logan also ask if a degenerated regenerator (AKA the game’s Iron Maiden enemy) is just a generator. ** Time Stamps: 0:00-7:13 – Intro, reflecting on The Green Knight and the films of David Lowery, and an overview of the island 7:13-21:50 – Island Ch. 5-1: Storming the island, why regenerators are scary, RE4’s claw machine minigame, and reuniting with Ashley 21:51-32:24 – Island Ch. 5-2: Paper planes and lipstick kisses; Ashley drives a dumptruck; Las Plagas mind control; and “Our Plan,” in which Sadler explains everything on a scrap of paper 32:25-1:12:33 – Island Ch. 5-3: Fighting “It” AKA U3, Krauser, Krauser, Krauser! (and Ada), “Enough talk; die, comrade!”, casting back to Kim Jong Un, and big spoilers for Alex Garland’s Civil War 1:12:34-1:25:53 – Island Ch. 5-4: The return of celebrity / pop culture imitations, the life and death of Mike the helicopter pilot, and the gnarly nature of the Plagas removal machine 1:25:54-End – The Final Chapter: “Would you watch Leon in a Forrest Gump-style movie?”, final fight with Sadler, rocket launcher echoes of RE2, and wrapping up the base game ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our fourth of six episodes about Resident Evil 4 (2005). New episodes will be released Wednesdays—every two weeks. Feel free to give us a like, share, or review; thanks for listening! | |||
| Resident Evil 4 (2005), Part 3: “Bi-sexual-noculars” | 05 Aug 2026 | 02:02:50 | |
We’ve “jacked da line” with this episode of Hot Zombie Summer—this time focusing on the Resident Evil 4’s (2005) castle. Keith and Logan make the case for why the Castle of the 8th Castellan is the best area of the game, narrating their playthrough experiences with castle sieges, double Garrador fights, madcap mine cart action, and Crash Bandicoot-style running from a giant Ramón Salazar statue. The hosts also detail vital lore-building memos, recount memorable dialogue from this section, and explain why the castle’s sewer portion actually doesn’t suck. Other topics you won’t want to miss include:
** Time Stamps: 0:00-5:14 – Introductory banter and why we’re so high on the castle 5:15-29:14 – Castle Ch. 3-1: Entering the castle, Leon says “No thanks…bro” to Salazar, Water Room fight, and Ashley getting kidnapped (again) Saturday morning cartoon-style 29:15-1:01:43 – Castle Ch. 3-2 and 3-3: Digressions about LOST and The Bear, whether or not Toad from Mario is a minor, why the hedge maze is reminiscent of The Sims, flirty fighting with Ada, and the last thing Luis Sera hears in his life is his name being mispronounced by Leon 1:01:44-1:34:55 – Castle Ch. 3-4 and 4-1: Why playing as Ashley works; lava rooms, king and queen grails, and breaking news alert memos; Las Plagas armadura fight; “Your right hand comes off?” / “Die, you worm!”; and how putting a Verdugo sticker on the fridge would have been like a video game trophy in 2005 1:34:56-1:51:42 – Castle Ch. 4-2, 4-3, and 4-4: A bizarre introduction to Jack Krauser, the castle’s underground, Dos Gigantes, clock tower enemy rush sequence, and Salazar boss fight 1:51:43-End – Wrapping up: Why speedboats were big in the 2000s, Logan recalls a body swapping story from 6th grade, and previewing the island for our next episode ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our third of six episodes about Resident Evil 4 (2005). New episodes will be released Wednesdays—every two weeks. Feel free to give us a like, share, or review; thanks for listening! | |||
| Resident Evil 4 (2005), Part 2: “Exploding Barrels and an Interdimensional OSHA” | 22 Jul 2026 | 01:57:13 | |
Resident Evil 4 + summer in the Western Hemisphere = Hot Zombie Summer is in full swing! We’re back with episode two on RE4 (2005), and this time, we’re actually talking about gameplay in this playthrough of the village. After chatting about RE4’s initial scene setting, namely what happened to Umbrella and why Leon is in rural Spain, we talk through the major areas of the village—ranging from the first, iconic set piece to Del Lago to the end-chapter Bitores Méndez fight. Shenanigans ensue as Keith and Logan not only praise the game’s aesthetics and more action-oriented tone but also break down why arms dealer plushies would be bad, reflect on the Shinzo Abe assassination, and examine the place of socialist wellness coordinators and infinite harpoon technology in the world of Resident Evil. Just as critically, the hosts make the case for why the ESRB should’ve rated RE4 “M for Mature” on account of smoking and giant dongs. ** Time Stamps: 0:00-3:40 – Introduction and how Resident Evil 4 is kind of like The Fast and the Furious 3:41-25:18 – Opening cinematic and narrative; first encounter with the Ganados; RE4 control scheme; aesthetics and atmosphere of village 25:19-49:10 – Village Ch. 1-1: First set piece, casting Leonardo DiCaprio as Leon and Matt Damon as Sadler, and meeting Luis and Méndez 49:11-1:15:26 – Village Ch. 1-2 and 1-3: “What are you buying?”, Ganado hierarchies and politics, Del Lago boss fight, and RE4’s memo problem 1:15:27-1:52:59 – Village Ch. 2-1, 2-2, and 2-3: El Gigante’s Hulk jorts, rescuing Ashley, why Sadler probably turned to Kickstarter in the 2023 Remake, siege defense sequence with Luis and Ashley, and the Méndez boss fight 1:53:00-End – Wrapping up and previewing the castle for next episode ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our second of six episodes about Resident Evil 4 (2005). New episodes will be released Wednesdays—every two weeks. Feel free to give us a like, share, or review; thanks for listening! | |||
| Resident Evil 4 (2005): "Paxton or Pullman?" | 08 Jul 2026 | 02:10:44 | |
It's our first episode on Resident Evil 4 and it's a doozy! We have a lot to talk about covering the development and release of the game, as well as the characters, gameplay changes, and our personal experience with this seminal action horror classic. Time Stamps 0:00-4:25 – Intro and Personal Memories 4:25-37:56 – Development Notes and History 37:56-47:45 – Release 47:45-1:40:08 – Cast of Characters 1:40:08-end – New Mechanics Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. We'll be back in two weeks to dive into the gameplay and story of the first main area of the game, The Village. | |||
| Resident Evil Ø, Part Three: "A Salute to Billy Coen" | 24 Jun 2026 | 01:23:28 | |
We wrap up our discussion of Resident Evil Ø, covering the final areas of the game, the Queen Leech fight, and the bizarre ending cinema. Finally, we discuss the game's legacy and what we would like to see (or not see) in a remake. Time Stamps Intro and Laboratory: 0:00-15:25 The Factory/Sewer: 15:25-38:02 Leech Fun Facts: 38:02-48:39 Final Boss and Ending Cinemas: 48:39-54:35 Final Thoughts, Legacy, and Remake Talk 54:35-End Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. We'll be back in two weeks and it's a big one as we'll be starting our long form discussion on Resident Evil 4. Thanks for listening! | |||
| Resident Evil Ø, Part 2: "Magic Mike XXL" | 10 Jun 2026 | 01:23:28 | |
We are back with part 2 of Resident Evil Ø! In this episode, we dive into the first major gameplay section of the game with the Umbrella Torture,,,uhhhh,,,Training Facility, the Basement, and the Church. We also discuss our feelings on Catholicism, Deadpool vs. Wolverine, and the Magic Mike trilogy. Enjoy and check out part one here: Resident Evil Ø: “Oops! All T-Virus” | Podcast Episode on RSS.com Time Stamps: 0:00-5:20 Intro and Latin Class 5:20-38:08 Umbrella Training Facility 38:08-1:01:05 The Basement 1:01:05-1:10:40 Escape/The Bat Fight 1:10:40-End Outro on Movies and Bumper Stickers. Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. We'll be back in two weeks with our next Resident Evil Ø podcast episode. Thanks for listening! | |||
| Resident Evil Ø: “Oops! All T-Virus” | 27 May 2026 | 01:51:01 | |
“This game actively pissed me off"—Logan "I would have quit the game if not for this podcast"—Keith Hot Zombie Summer faces its biggest challenge yet in Resident Evil Ø, the last of the Classic REs. In this first of three episodes on Capcom’s prequel title, the co-hosts narrate Zero’s complicated development cycle (shoutout to the Nintendo 64DD) and express their frustration with new gameplay mechanics: character zapping and leaving your shit all over the floor (AKA the removal of item boxes). After going deep into the bench of REØ’s cast of characters—did you know rear security S.T.A.R.S. member Edward Dewey’s favorite hobby was dancing?—we navigate the Ecliptic Express, the iconic and inexplicably old-timey train section of the game. After our protagonists Rebecca Chambers and Billy Coen escape the train, our recording ends with the first cliffhanger in HZS history. The co-hosts also talk about number sickos, why having wings would ruin your life, and possibly going into business together by launching a brewery called #hops. Later in the episode, Logan claims he’ll get an “Emerald Fennell = Resident Evil” tattoo if this episode hits 100 downloads. And Keith not only calls James Marcus “Lindsey Graham-coded” but also suggests Billy is “Nick Cave-coded.” ** Time Stamps: 0:00-4:06 – Introduction 4:07-14:31 – The nearly four-year development cycle of Resident Evil Ø 14:32-46:05 – The gang’s all here: Rebecca Chambers, Billy Coen, and the rest of REØ’s cast of characters 46:06-58:06 – The New Mechanics (not The New Pornographers) of Zero 58:07-1:11:11 – Waxing nostalgic about the Nintendo GameCube’s start-up sound, REØ’s opening cinematics and narrative, and the nü metal aesthetics of the game 1:11:12-1:45:00 – The Train: Meeting Billy, Leech Queen Marcus singing in the rain, giant scorpion boss fight, train puzzles (and dreams), and doing drunk math to pull the e-brake 1:45:01-End – Wrap-up, reflecting on what we’ve played so far, and outro ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. We'll be back in two weeks with our next Resident Evil Ø podcast episode. Thanks for listening! | |||
| Resident Evil (2002), Part 2: “The Ultimate Escape Room is Life” | 13 May 2026 | 01:48:32 | |
Episode two on Resident Evil (2002) is here. We complete the second half of REmake by traversing the residence, revisiting the Spencer mansion, and making our way through much-improved tunnels and laboratory. In our conclusion, we send the game off by chatting about its commercial reception, legacy, and whether or not the original should (will?) be remade for current consoles. As you listen, don’t miss Keith asking if Henry Winkler is relevant enough to have a pre-prepared obituary in the New York Times—or Logan’s introduction of a new potential Halloween costume idea in Jesse “The Gymnast” Ventura. More relevant to RE, the co-hosts spend nearly five whole minutes talking about whether or not the head of the blown-up Tyrant from the original Resident Evil: Director’s Cut was bouncing around and still talking after you rocket launcher him to smithereens in the finale (this is not in the REmake). The co-hosts additionally pose the question, “Do sharks conduct electricity better than humans?“ ** Time Stamps: 0:00-4:05 – Cold open + intro 4:06-28:02 – The Residence: Lisa Trevor’s shack, the Guardhouse, and the Aqua Ring. 28:03-40:12 – Return to the Spencer Mansion, “Should The Predator fight his dad?” 40:13-1:24:38 – Endgame: Tunnels, laboratory, and retcons / revisions in the ending (ft. Wesker exclaiming “Premature!”) 1:24:39-1:45:47 – Reviews, sales, and reflecting on the legacy of the REmake 1:45:48-End – Outro and post-episode banter ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. To see the video commercial for the REmake audio we played, go to this link: https://www.youtube.com/watch?v=Af7QJU2g14I. In two weeks, we'll be back with our first episode on Resident Evil Zero. It's going to be....something. Thanks for listening! | |||
| Resident Evil (2002): “Fast, Red, and Sometimes with Beards” | 29 Apr 2026 | 01:35:19 | |
We’re very excited to debut our first of two episodes on Resident Evil (2002) AKA REmake—arguably the best RE ever released. After discussing the development of the game, diving into Capcom’s controversial deal to make the Resident Evil franchise exclusive to the Nintendo GameCube, we highlight major changes from PS1’s original Resident Evil: Director’s Cut. In particular, we spend some time talking about the Trevors: George, Jessica, and Lisa, as well as why Crimson Heads are so terrifying. While we don’t play through REmake beat by beat in our 95-minute runtime, we make it through the Spencer Mansion in this episode before leaving off en route to Lisa’s Shack and the Residence. Other topics and questions include:
** Time Stamps: 0:00-20:44 – Intro, sixth-generation console politics, and the development of REMake for the Gamecube. 20:45-53:22 – Changes from the Resident Evil (1996): Narrative, dialogue, characters, gameplay, and controls 53:23-1:25:15 – Title screen, opening cinematic, and revisiting the Spencer Mansion—new areas, tasks, and all (graveyard, death masks, dog whistle and fishing lure puzzles) 1:25:15-End – Post-episode banter: Nosferatu and Dracula, Nicholas Hoult, Yorgos Lanthimos, and debating One Battle After Another ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. Our look back at Resident Evil (2002) is a two-parter; new episodes will be released Wednesdays—every two weeks—so tune in soon for our wrap-up on REmake. Thanks for listening! | |||
| Resident Evil Code: Veronica X, Part 4: "The Ol' M.H." | 15 Apr 2026 | 01:58:20 | |
We are back for the final of four episodes discussing the good, the bad, and the Wesker of Resident Evil Code: Veronica X. In this episode we mostly play as Chris and complete the story portion of Code: Veronica. We finish up by discussing the reception and legacy of the game, and if we think we've seen the last of one Steve Burnside. We also talk about Chris-Hangers, The Walking Dead, Cool Water Busting Moments, and Dessert Anxiety. Time Stamps Intro 0:00-7:06 Chris at Rockfort 7:06-29:46 Chris in Antarctica 29:46-56:58 Antarctica Mansion and Finding Claire 56:58-1:02:10 Playing as Claire 1:02:10-1:09:46 Endgame 1:09:46-1:30:27 Legacy 1:30:27-1:40:47 Best/Worst 1:40:47-1:49:02 Remake Speculation and wrap-up 1:49:02-End Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our final episode on Code Veronica. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil Code: Veronica X, Part 3: "The Rude Tailor" | 01 Apr 2026 | 01:31:30 | |
We are back for the third of four episodes discussing the good, the bad, and the dissociative of Resident Evil Code: Veronica X. In this episode we finish up the Claire Redfield portion of the campaign by going through the Private Residence, the Airport, and the Umbrella Antarctica Base. We also debut (and retire) a new segment: Antarctic Fun Facts. We also discuss puppets, Phantom Thread, crime, and compliment the Tyrant's flight etiquette. Time Stamps Intro 0:00-4:15 Private Residence 4:15-26:03 The Airport 26:03-33:00 The Plane Ride 33:00-47:45 Antarctic Fun Facts 47:45-1:00:25 Antarctica Base 1:00:25-1:21:39 The Final Escape? 1:21:39-End Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our third of four (!) episodes on Code Veronica. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil Code: Veronica X, Part 2: "Are the Ashfords the Kardashians?" | 18 Mar 2026 | 01:58:25 | |
We are back with a super-sized part two of Code Veronica X! We go through the story beats and areas for the first half(ish) of the game, including the prison, the palace, and the military training facility! We also discuss doormen, bad icebreakers, DMX, and compare celebrity families. A fun time as always so check it out! Time Stamps: 0:00-42:58 The Prison 42:58 - 57:48 The Palace 57:48 - 1:05:03 The Kardashian Interlude 1:05:03 - 1:14:49 The Palace Again 1:14:49 - 1:22:19 Albert Wesker and Palace Wrap-Up 1:22:19 - 1:36:00 The Military Training Facility 1:36:00 - 1:42:38 Icebreakers 1:42:38 - 1:54:39 Military Training Facility Redux 1:54:39 - End Closing Banter Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our second of four (!) episodes about Code Veronica X. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil: Requiem: First Playthrough Thoughts (Bonus Episode) | 10 Mar 2026 | 01:06:02 | |
It's time for Bonus Episode #2! Now that we've had a few days to reflect after finishing an initial playthrough of Resident Evil: Requiem we wanted to talk about the gameplay, characters, plot, and overall thoughts on the latest installment of the world's premier survival horror series. How does this stack up to previous games? Where do we go from here? Is the nostalgia too much or just enough? Which character has a sex dungeon? Listen and find out! | |||
| Resident Evil Code: Veronica X: "The Travis Kelce-Steve Burnside Connection" | 04 Mar 2026 | 01:42:25 | |
We are back to begin our discussion on Resident Evil: Code Veronica X! In this episode we cover the development history, character, and opening scenes of this divisive entry in the RE series. We also wax nostalgic about the Sega Dreamcast, ask why rich, white men love starting clothing lines, speculate about what the RE crew would be like on The Bachelor, and determine the most famous Irish actor. Time Stamps: 0:00-13:25 Intro and Development 13:25-18:50 Dreamcast Memories 18:50-26:18 Development Wrap-Up 26:18-37:47 Story Background 37:47-40:35 Gameplay Changes 40:35-1:26:00 The Characters of Code Veronica 1:26:00-1:31:45 Intro Cinematic 1:31:45-end Closing and Outro Chat Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our first of four (!) episodes on Code Veronica. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil: Requiem Initial Thoughts: "A Prostate Shrinking Spell" (Bonus Episode) | 28 Feb 2026 | 01:05:39 | |
It's Requiem Day! With today's February 27th release of Resident Evil: Requiem, Keith and Logan recorded a quick, bonus episode this evening with initial reactions to RE9. For the spoiler averse, light gameplay spoilers begin at 16 minutes, 15 seconds in. (For context, we only talk through the first 90m or so of the game) ** As a reminder, new episodes of Hot Zombie Summer are released Wednesdays—we'll resume with our regularly scheduled programming next Wed., 3/4, and pick up with Resident Evil: Code Veronica. Thanks for listening! | |||
| Resident Evil 3: Nemesis, Part 3: "Unwritten" | 18 Feb 2026 | 01:05:43 | |
Our odyssey through Raccoon City ends with this third episode on Resident Evil 3: Nemesis (1999). In our shortest installment yet—clocking in under 66 minutes—we guide Jill and Carlos through the final areas of the game and say (to Nemesis and each other), “You want S.T.A.R.S? I’ll give you S.T.A.R.S.” If you thought this was a straightforward episode, though, think again! We also consider time-appropriate-for-1999 Christopher Nolan flicks (there was one; it was Following) and Natalia Imbruglia v. Natasha Bedingfield. More pertinent to Resident Evil, we ask if Nikolai is Temu Wesker, ponder whether or not the final Raccoon City death count includes zombies, and zero in on Chris’s signature phrase (really). ** Time Stamps: 0:00-4:59 – Intro; electronics, chronic, and Jill hittin’ the homemade bong 5:00-14:26 – The park and Grave Digger redux 14:27-29:45 – The Dead Factory, last confrontation with Nikolai (who gets off easy), and final Nemesis boss fight 29:46-50:15 – The endings of Resident Evil 3: Endgame cutscene and all eight (!) epilogues 50:16-End – Overall thoughts, superlatives, and where we’re going next ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our third of three episodes about Resident Evil 3: Nemesis. Next time, we’ll venture into Dreamcast land with the release of Resident Evil: Code Veronica. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil 3: Nemesis, Part 2: "I Don't Know How Hard Up Chumbawumba Is" | 04 Feb 2026 | 01:37:37 | |
In our second of three episodes on Resident Evil 3: Nemesis (1999), we jump into gameplay: the apocalyptic streets of Raccoon City, the clock tower, and the hospital. We do battle with Nemesis for the first time and praise his impeccable comic timing. Other topics include:
We leave things on a cliffhanger—the time jump in the middle of RE3—and vow to pick things up next episode for the conclusion of Nemesis on October 1, 1998 (in-game). ** Time Stamps: 0:00-6:18 – Intro and banter (“Has the Ryan Reynolds bubble burst?”) 3:15-24:12 – The streets of Raccoon City: First Nemesis encounter, Keith’s libertarian headcanon for the world of Resident Evil, and mayoral puzzles 24:13-40:29 – Meeting Carlos and escaping downtown Raccoon City via trolley 40:30:50-1:07:39 – Climbing the clock tower 1:07:40-1:16:19 – RE3 fake-out ending + initial mandatory Nemesis boss fight 1:16:20-1:34:00 – “Jill becomes Carlos”: Switching characters and exploring the hospital 1:34:01-End – Wrap-up and outro ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our second of three episodes about Resident Evil 3: Nemesis. In our last episode about the game, we’ll wrap up with RE3's gameplay and reflect on the legacy of the game. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil 3: Nemesis: "Nemebro” | 21 Jan 2026 | 01:22:30 | |
This first episode centering Resident Evil 3: Nemesis (1999) has us breaking down the development of the game, highlighting gameplay firsts in the series (quick turn! ammo crafting!), and discussing RE3’s cast of mostly one-off characters. Throughout this recording, we pose critical questions such as:
Just as importantly, Keith gets mildly confused about some Denis Villeneuve films and Logan delivers a subpar Conan O’Brien impression. ** Time Stamps: 0:00-3:14 – Crispin Glover cold open 3:15-19:42 – Introduction + RE3 development 19:44-31:29 – Game mechanics introduced in RE3 and the visual spectacle of donating blood 31:30-59:35 – Dario Rosso, salesman and aspiring novelist, as well as the other characters of Resident Evil 3: Nemesis 59:36-1:07:59 – All about the Nemesis T-Type 1:08:00-1:09:47 – David Bowie interlude 1:09:48-1:15:33 – RE3 opening cinematic screens and scene-setting 1:15:34-End – Wrap-up and outro chatter ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our first of three episodes about Resident Evil 3: Nemesis (1999). In subsequent episodes about this game, we’ll delve into the gameplay and walkthrough of RE3 itself. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil 2 (1998), Part 3: "I'm Gonna Write Wicked for Cinderella" | 07 Jan 2026 | 01:39:44 | |
In this episode we finish our discussion on Resident Evil 2. We hit the key plot points of the B scenario, discuss the ending cinema, and give our overall thoughts on the game and its legacy. Content warning: Mention of pedophilia, necrophilia, and rape in Resident Evil 2 (implied re: Brian Irons, Chief of Raccoon City Police Department; 28:28 -40:00) Time Stamps: 00:00-7:17 Intro and Alligator Boss 7:17-13:55 Playing as Ada 13:55-21:21 Factory + Birkin Fight 21:21-26:55 Leon A Scenario Ending 26:55-28:28 B Scenario 28:28-40:00 Brian Irons 40:00-48:09 Sherry 48:09-1:00:19 Mr. X and final areas 1:00:19-1:03:17 Ending Scenes 1:03:17-1:07:56 Spatulas 1:07:56-1:18:56 RE2 Ad Campaign 1:18:56-1:26:53 RE2 Legacy and Thoughts 1:26:53-1:32:00 Bonus Modes 1:32:00- End Favorite/Least Favorite This folder contains digital images of the RE2 magazine ads we discussed: https://drive.proton.me/urls/S64Z581SR0#UNLBWi2EIav9 Here's a link to the painting in Brian Irons's office that we discuss at 34:25: https://drive.proton.me/urls/V5949JRHKW#HUdRuQ1pLlxV And here's a link to the George Romero-directed, RE2 TV ad in question: https://www.youtube.com/watch?v=JhC_IiSVPJc Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is final episode covering Resident Evil 2. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil 2 (1998), Part 2: "The Smartest Guys in the Room" | 24 Dec 2025 | 01:23:35 | |
We continue our discussion of Resident Evil 2. We discuss the initial area, the iconic Racoon Police Department, meet up with Ada, and begin exploring the sewers. We also discuss rebooting White Men Can't Jump with zombies, Martha Stewart's insider trading, Michael Moore, Billy the Big Mouth Bass, and the problems with sewer levels. Time Stamps 0:00-4:08 Intro and Banter 4:08-6:58 Game Menu and Character Selection 6:58-19:24 Opening Scene and Streets 19:24-21:44 White Men Can't Jump and Martha Stewart 21:44-35:41 Racoon Police Department 35:41-48:40 STARS Office 48:40-1:07:40 Finishing up RPD/A & B Scenario Differences 1:07:40-1:10:52 Meeting Ada and Ben 1:10:52-End The Sewers and Sewer Levels Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is the second of three episodes centering on Resident Evil 2. New episodes will be released Wednesdays—every two weeks. This episode is also dedicated to the memory of my dog, Windolyn, who passed away on 12/24/2024 and is mentioned towards the end of the episode. Thanks for listening! | |||
| Resident Evil 2 (1998): “The Zombies are Not Performing Gender” | 10 Dec 2025 | 01:27:09 | |
In this episode, we launch into our retrospective on Resident Evil 2. We discuss the game’s development, commercial reception, and cast of characters. In our next two episodes of the pod, we’ll talk replaying RE2 itself. Other topics that come up throughout our conversation include: Disney adults; Rob Thomas from Matchbox Twenty; Sinbad, the comedian; Gran Turismo / Torino; Al Pacino’s 2024 Oscar flub; and being reincarnated as a Resident Evil memo. Keith also asks if ponytails were sleaze-coded in the late 90s, and Logan issues an apology to Bradley Cooper. Content warning: Mention of celebrity grooming allegations (22:18-22:40); mentions of pedophilia and rape in Resident Evil 2 (specifically in the context of Brian Irons, Chief of Raccoon City Police Department; 1:03:05-1:05:35) ** Time Stamps: 0:00-2:38 – Intro banter 2:39-18:38 – Game development, including the scrapped “Resident Evil 1.5” 18:39-23:53 – Getting way off topic (AKA pop culture interlude) 23:54-30:11 – Reception and sales 30:12-1:19:05 – The characters of Resident Evil 2 1:19:06-1:20:52 - Wrap-up and outro 1:20:53-End - Post-episode riffing ** Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. This is our first of three episodes centering on Resident Evil 2. New episodes will be released Wednesdays—every two weeks. Thanks for listening! | |||
| Resident Evil: Director's Cut, Part 3: "Like a Moth to a Flame, Like a Tyrant to a Flare" | 26 Nov 2025 | 01:17:49 | |
We conclude our discussion of Resident Evil: Director's Cut, including the final areas and bosses of the game and our overall thoughts. We also talk about interventions, the upcoming Street Fighter movie, office politics, Chris' real greatest nemesis, Austin Powers, and perform a dramatic re-enactment of our favorite RE scene. Time Stamps: 0:00-1:28 – Intro and recap 1:29-10:20 – Return to Spencer Mansion 10:21-12:24 – Stunt casting in the upcoming 2026 Street Fighter movie 12:25-23:09 – Descending into the caves 23:10-29:58 – The laboratory 29:59-37:17 – Researcher’s Memo: A stealth retconned introduction to Ada Wong 37:18-41:33 – Back to the lab again (yo, this whole rhapsody) 41:34-48:38 – Reenacting end-of-game Chris Redfield and Albert Wesker dialogue 48:39-1:00:54 – Endgame and Tyrant boss fight 1:00:55-End – Wrap-up, superlatives, and final reflections on Resident Evil: Director’s Cut Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. | |||
| Resident Evil: Director's Cut, Part 2: "Schrödinger’s Chris" | 12 Nov 2025 | 01:20:31 | |
We continue our playthrough and discussion of Resident Evil: Director’s Cut. We explore the mansion and guardhouse, do battle with a few bosses, and discuss some interesting memos. We also discuss metaphysics, Benjamin Button, algebra, cowardly pilots, and why the end of the world would be sad. This is the second of three episodes on Resident Evil: Director’s Cut. New episodes will be released every two weeks. We had a lot of fun and hope you do, too! Time Stamps: 0:00-10:34 - Intro banter and getting scammed 10:34-16:34 - Begin exploring the mansion 16:34-18:20 - Interlude to discuss Schrödinger’s Cat 18:20-32:47 - Continue exploring the mansion and initial puzzles 32:47-35:44 - Yawn boss fight 35:44-43:17 - Mansion and Garden area 43:17-1:02:34 - Guardhouse 1:02:34-1:08:40 - Plant 42 boss fight 1:08:40-End - Return to the Mansion Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. | |||
| Podcast Launch and Resident Evil: Director's Cut: "Blood Type Determinism" | 29 Oct 2025 | 01:11:54 | |
We begin our journey with Resident Evil: Director’s Cut. We discuss our history with the series and the development, release, and legacy of the first game, as well as an in-depth discussion on each and every character. We also discuss blood types, Car Seat Headrest, having doubles of the mansion, French Canadians, Kyoshi Kurasawa, and unsuccessfully scamming Gamefly. Our discussion of Resident Evil: Director's cut will span three episodes; new installments will be released every two weeks. This is the first of many fun shows, so check it out! Time Stamps: 0:00-2:13 - Intro and Banter 2:13-7:05 - Our history with RE 7:05-11:20 - Initial impressions 11:20-54:29 - Character discussion 54:29-end - Development, release, and reception Shoutout to Alex Aniel, whose book Itchy, Tasty: An Unofficial History of Resident Evil, we consulted during this podcast. Another shoutout to Michael Everette Hensley, the composer of our podcast theme music. | |||