These days, many franchises are moving towards an “always online” or seasonal model, incorporating frequent small content updates that heavily focus on a Battle Pass-style rewards system. For some games, such as Fortnite, this approach works exceptionally well due to the seasonal challenges and the constant updates that refresh the game world, affecting the plot, environments, weapons, skins, and more. Because Fortnite has mastered this model, other games have started to adopt these mechanics, although they have yet to find the perfect balance. If you combine some of these concepts with the gameplay foundation established by Ubisoft’s The Division and The Division 2, you’d be more than halfway towards creating my ideal open-world survival game set in the Resident Evil universe.
Imagine a game that combines elements of The Division with Resident Evil, featuring numerous quality-of-life improvements and an entirely new, original story created by the minds behind both franchises.
Note: Now, to be clear, I have a lot of thoughts on the concept I have long since dreamt about that I plan to elaborate in the coming paragraphs so do me a favor and curb your skepticism until it’s all laid out.
Games like Fortnite and The Division have done many things well, but there are even more elements that would need to be adjusted for a live-service, always-online, open-world Resident Evil game to be successful and sustainable while keeping players engaged. The first priority would be to focus on the story and how it fits into the larger world of Leon S. Kennedy, the Redfields, and Umbrella, as well as its impact on gameplay and the overall player experience. I know this is a lot to consider, but bear with me.
Now, imagine this scenario as the foundation for how the game would function: What if there were plot elements that hindered the effort to prevent Umbrella from blowing up Raccoon City and kept the rest of the world from learning the truth? What if the infection of Raccoon City wasn’t an accident but rather a deliberate act by Umbrella to test their bio-weapons? What if the government was actively keeping it a secret?
STORY | GAMEPLAY
The setting of this game would likely struggle to fit within the established canon of the other Resident Evil titles, so we might need to bend the lore a bit to make space for a game like this to exist. Considering that the game world would need to feel alive, filled with a substantial number of enemies and objectives, and supported by a rewarding system, there would be no better location than Raccoon City.
Yes, Raccoon City was destroyed, and the zombie threat was neutralized just a few days after Jill Valentine and Carlos defeated Nemesis. But what if they hadn’t? Perhaps the story takes place in an alternate universe where Raccoon City is the hub of a worldwide outbreak and players must find a way to survive? There are ways to make this work, so let’s dive in further.
This is what I imagine the story would look a little like:
In an alternate timeline, you play as a custom character—either a male or female officer of the Raccoon City Police Department (RPD)—who has only been on the force for a short time, perhaps a month or two. Initially, the city is in a normal, non-quarantined state, and you start hearing reports of vicious attacks around town. These attacks are rumored to be caused by wild animals descending from the mountains, allegedly driven down by Umbrella’s construction activities in the area—a place you can also visit for missions.
You have the opportunity to explore the city and within your precinct, learning the layout and seeing key locations from previous Resident Evil titles, all before the zombie outbreak begins. This initial phase allows you to appreciate the city’s appearance before it falls into chaos. However, about a week after the first report of attacks, the situation deteriorates. The city streets are soon filled with abandoned cars and corpses being devoured by horrific creatures created by Umbrella.
Umbrella’s armed forces swiftly lock down the city and surrounding areas, cutting off all communication with the outside world—a familiar trope. The main game begins a week after your first investigation of a cannibalism report, with the city now overrun by the infected, and your mission becomes saving survivors. Meanwhile, Umbrella quarantines the city in the middle of the night without the civilians’ knowledge. Unbeknownst to Leon S. Kennedy, he arrives just inside the quarantine zone as Umbrella seals off the streets behind him.
Note: One aspect I like about the idea of an officer investigating an attack is that there could be multiple instances of this happening simultaneously. This means that you could explore the city on your own, in your own unique instance, without seeing dozens of other players online following the same path toward the same mission objective. As a result, you and your friends might investigate different calls in various parts of town, encountering different characters and victims during your first mission in the game, all before the outbreak takes over.
With the city on lockdown and zombies roaming the streets, it is up to you, the player, to rescue whoever you can and eliminate as many of the undead as possible, all while a larger story unfolds around you (whatever that may be—I’m not a lore writer).
As an MMO, you have the option to play with friends in a squad or go solo in nearly every activity. Only a few endgame activities and challenges would require matchmaking, ensuring that you are not forced to rely on strangers or other players to progress. The story adapts to your pace, while more difficult objectives require squads of two, three, four, or even six players.
There is much more that would need to be developed by a team of writers, world-builders, and lore experts, but based on my ideas, there are several different ways to make this game and its plot coherent and engaging. And while I can’t obviously list all my ideas and the required features to make this work, this is what I feel is the best I could come up with on the spot:
- The game could be set in an alternate reality where the plot diverges, and Raccoon City was never destroyed. The story could explore a “What If…” scenario, or simply exist in an alternate reality without acknowledging the “What If…” premise, where Umbrella bribed the right people in the government or other influential positions and decided to use every survivor in Raccoon City as a test subject. This would allow them to study how resilient humans could be when faced with those infected by the virus, or how quickly a town’s population would succumb to infection. This direction would be interesting, as it suggests that Umbrella plans to use the virus for warfare and bioterrorism rather than for Spencer’s and Wesker’s original plans, which had slightly different motivations.
With this change in the story, I envision that Umbrella would occasionally introduce new experiments and powerful test subjects with immense strength and stamina to observe how unknown variables affect encounters between humans and the infected. These could take the form of random encounters or even Raid or Dungeon bosses, offering opportunities for higher-end loot drops (which we’ll discuss in more detail later) and a range of challenges in between.
- Imagine this: survivors face overwhelming numbers of zombies, but there are also other, more powerful and agile enemies, such as Lickers, that add varying levels of difficulty the further you venture from the city’s safehouses, with the main safehouse being the Raccoon Police Department. Additionally, Umbrella would periodically introduce a Nemesis or another super-strong enemy as a dungeon or raid boss, requiring players to team up in order to defeat it.
- I also thought that the outskirts of town and the surrounding wilderness could be accessible in this open-world game. These areas would be inhabited by both new and familiar enemies, with increasing difficulty the further the player ventures out. If a player travels too far, reaching the border or edge of the map, Umbrella soldiers would be stationed there to prevent escape and would kill anyone who gets too close.
The gameplay will be largely influenced by the story, or at least part of it will be. Much of my vision for this game would need to be developed further by experts who are far more knowledgeable and capable than I am. However, I envision the game incorporating elements from existing titles while evoking the feel of both The Division and Resident Evil 4. Let me explain.
While I personally enjoy the first-person perspective of RE7 and RE8, I believe it would be beneficial to offer players the option to choose their preferred viewpoint rather than making over-the-shoulder camera the only option (I’m all about providing choices). This is because, in many looter-shooter games, players focus on two main aspects: their appearance and their choice of weapons. You can’t fully appreciate your character’s look if you’re always in first-person, and you can’t fully enjoy your weapons without experiencing their look and feel, which is most noticeable in first-person view (Bungie’s Destiny franchise, for example, is renowned for its exceptional gunplay).
In short, imagine a seamless blend of The Division’s desolate cityscape and Days Gone’s outer wilderness, filled with mutations, experiments, and hordes (the latter of which Days Gone handles quite well). The game would feature unique gunplay, fair loot drops that respect your time without requiring a tedious grind, and customization that is both effective against enemies and stylish among friends. Adding a season pass with challenges similar to Fortnite’s (but without the expiration issues seen in Halo Infinite) and ensuring a coherent long-term story within the Resident Evil universe, with familiar faces from the franchise, would make the game a strong contender for success.
I understand that you might be skeptical of the idea of combining elements from various games and applying a Resident Evil skin to create something new, and you would be right to question it. However, that’s not exactly what I’m suggesting. While these developers and their games have introduced features and aspects that could contribute to the ideal looter-shooter, translating these ideas into a sustainable game that maintains player interest and engagement is a complex challenge. Ultimately, developers and publishers are driven by the need to generate revenue, which depends on keeping players engaged and willing to spend money. You can’t have one without the other.
Hopefully, if you have gotten this far in this article, you will see what I mean as you continue to read.
GEAR DROPS
One major issue that looter-shooters often face is the handling of loot. There are significant problems that need to be addressed to keep the game fresh and engaging, should I have my way. However, before I delve into specific examples of what games do poorly and what they do well in terms of loot that I would like to see in this title, it’s important to note that I don’t expect a Resident Evil game to have the absolute best loot-drop experience of all time. While it’s possible, I wouldn’t hold Capcom or anyone else to that standard. With that in mind, let’s examine some looter-shooters that could benefit from adjustments and how these improvements could enhance my vision for an RE Looter-Shooter MMO.
- Borderlands somewhat struggles with an excess of drops and a lack of meaningful variety. While it’s gratifying to reach the endgame and be inundated with weapons that match or exceed the player’s level, the sheer number of weapon combinations becomes overwhelming. When Borderlands 3 was released with the promise of “over 1 billion guns,” it sounded impressive. However, this number is somewhat misleading, as it mostly represents numerous variants of similar guns with differences that players may not even notice. Consequently, the excitement of finding Purple-tier or higher weapons diminishes over time, making them feel less significant.There are dedicated players who can discern the subtle differences between weapon parts like barrels and stocks and may eventually find a perfect weapon combination that meets all their needs. However, as players progress, they inevitably out-level their weapons and must start the search for a new one, which can be frustrating. This is where Bungie’s Destiny offers a solution with its infusion mechanic.
- Destiny suffers from poor management, and I’m not afraid to say it. The game has been lacking in many areas, with demands and feature requests that have persisted throughout the nearly seven years the franchise has been around. The franchise has been repeatedly patched, reworked, recycled, and stretched thin, leading to numerous instances where players have abandoned the game due to Bungie’s tone-deaf and poor decisions. Bungie has often reversed these decisions just to show they are “listening” to player feedback.While I have criticized Bungie extensively in the past for their misguided and predatory FOMO tactics and microtransaction models (their Season Pass is particularly problematic), one aspect where they excel is in how a gun feels in a player’s hand. Despite issues with their loot system and frequent nerfs that render popular weapons nearly useless, Bungie has perfected the look, feel, and sound of guns in a way that no other company has matched. The uniqueness of their weapon perks, their synergy, and the overall aesthetics are unmatched among competitors. Moreover, the infusion system allows players to upgrade their weapons indefinitely (aside from the controversial Sunsetting policy, which was eventually recalled). This means you can keep your favorite weapons throughout your character’s life—provided Bungie doesn’t nerf them.
- The Division and The Division 2 feature weapons that rarely come up in discussions about looter-shooters. They tend to be forgettable because they lack distinctive qualities—likely due to the games’ realistic grounding, in contrast to the space magic and humor found in Borderlands and Destiny. In these games, there isn’t much that stands out about the loot, except for the system that allows you to customize your guns.In my opinion, that customization system was truly impressive. I loved the concept of finding a solid base weapon and then altering its appearance and functionality by adding or removing parts like stocks, barrels, clips, scopes, and skins. This allowed for the creation of unique weapons tailored to your play style. The combinations were well-executed both in terms of form and function. I really wished I enjoyed these games more because I truly appreciated their loot system’s ability to let me craft a weapon that suited my preferences. However, the gameplay felt too repetitive and uninteresting overall, which made it difficult for me to stay engaged. In fact, the experience was so forgettable that I don’t even remember my thoughts on how often or rarely loot dropped. I never ventured into the Dark Zones, as I was already bored by that point, but I recall my friends expressing their frustration before they eventually moved on to other games.
Customization that is both effective against your enemies and stylish among your friends
I wanted to specifically reference these three games because each of them excels in certain aspects, offering valuable building blocks that could contribute to creating the perfect looter-shooter. While I acknowledge that a Resident Evil MMO is unlikely to happen and would likely have its own imperfections, including in its loot system, here’s what I would personally like to see taken from these three games and incorporated into this hypothetical title:
- First and foremost, there needs to be a healthy amount of loot drops. We don’t need over a billion guns, or even a million, or even a thousand, which also applies to gear, armor, and attachments/enhancements. What is needed is a consistent variety of farmable sources, available daily or weekly, so players have multiple ways to obtain decent to excellent weapons. There should be numerous sources for average rare and legendary items, while the most exotic, epic, or highest-tier weapons and gear could come from unique boss encounters or specific challenges. While I’m not sure what a reasonable number of guns or pieces of gear might be, there should always be something unique and intriguing for players to pursue.
- Weapon parts and attachments/enhancements should also come from a variety of sources. Just as weapons and armor/gear have different rarity levels, the attachments and parts used to upgrade your gun—such as barrels and sights/scopes—should follow a similar rarity model.
- Regardless of rarity, all usable gear drops should have a clear rarity level and an understanding of where they can be farmed. For example, using a White, Green, Blue, Purple, and Yellow rarity system, players should know that White, Green, and Blue items come from various neighborhoods or sections of the map specific to their area. Higher-end loot, such as Purple and Yellow items, should be obtained from more challenging encounters. However, players should never feel discouraged for not having Purple or Yellow gear; these should be seen as prestigious trophies to strive for, while lower-tier gear can be improved or upgraded to handle higher-end encounters. Naturally, higher rarity gear will be more beneficial for endgame content and typically includes unique perks and aesthetics that justify their rarity.
- Gear should be tailored to specific parts of the body. While customizing each individual leg or arm might be excessive, allowing players to mix and match different pieces for both fashion and practical reasons (such as improved armor stats) would certainly be a welcome feature.
- No gear should be rendered obsolete. The lower the rarity of the gear, the more materials will be required to upgrade it for challenging Raid boss encounters. Players should be allowed to keep and customize their gear as they wish. For instance, if we use a rarity system like White, Green, Blue, Purple, and Yellow, higher-tier items could offer more perks and stat bonuses. It would be beneficial to enable players to upgrade lower-tier gear, such as a White item, to Yellow-tier capability. To achieve this, players might need to farm and dismantle Yellow-tier items to obtain special materials necessary for the upgrade. Essentially, the lower the rarity, the more materials are needed to advance it.
- Avoid creating intentionally useless gear. Every item in the game should be effective against low-tier enemies and hordes. While base-level weapons might not be able to one-shot enemies, players should feel an increasing sense of power as they progress. Players will naturally seek out items that better align with their fashion preferences, play style, and objectives. However, all gear should be sufficiently functional to be useful in some capacity. The only limitations should be related to the item’s level and its effectiveness in terms of firepower.
- Keep firepower for weapons and armor strength as separate attributes. Level lockouts are useful for preventing players from obtaining endgame gear too early, but armor should not be restricted by the player’s damage output. Instead, weapons and armor should operate under distinct systems. This means it should be entirely possible for a player to be a glass cannon—dealing massive damage with their weapons while being vulnerable to being one-shotted by a weak enemy if their armor is not sufficiently strong.
Imagine the incredible technology available in Umbrella’s labs, just waiting to be utilized and transformed into amazing weapons and armor.
- Given that this is a Resident Evil game, it would be reasonable to expect that some NPCs might conduct research on the various Umbrella viruses within Raccoon City, since they cannot leave and must focus on survival. There could even be some scientists who were left behind when everyone else evacuated and are now trapped in the city due to their potential risk to Umbrella. In exchange for their safety—or out of a sense of moral obligation—they might assist the player by developing weapons that can annihilate infected enemies in innovative and exciting ways. This approach would allow for a diverse range of weapons beyond just standard handguns, shotguns, and snipers, incorporating some of the outlandish weaponry found in games like DOOM. Imagine the exciting tech from Umbrella’s labs just waiting to be repurposed into unique and powerful weapons.
- I haven’t focused much on style, despite recognizing its importance. It would be beneficial to have two separate layers for armor: one for protection and one for appearance. For example, if your character has a high-stat, super rare chest piece that provides excellent perks and armor bonuses but looks unattractive, you could have two slots (layers) for the chest. This setup would allow you to equip the high-stat item for its benefits while layering another item on top for a desired look. For instance, if you’re wearing a bulletproof vest but prefer to appear as if you’re wearing an RPD t-shirt instead, you could equip both items—one for its stats and the other for its cosmetic appeal. This way, the appearance would only show the t-shirt, not the bulletproof vest underneath.
- In addition to the armor concept, each piece—such as those for the arms, legs, chest, and head—should also have its own rarity and unique attributes. Determining the exact level of detail can be challenging due to its subjective nature. However, offering more options is preferable to fewer. Therefore, players should at least have the ability to customize the color or shader of their gear.
While this overview touches on some ideas, it only scratches the surface of what I envision for the game. Clearly, the story would require extensive development from experts well-versed in Resident Evil lore. However, I hope this is enough to spark the possibility that something truly magical could be created.
SOLO VS MULTIPLAYER
I never got around to playing any PvP in The Division or Borderlands, but any PvP in this game would need to be different from both of those and definitely not like Destiny’s Crucible (with its lack of updates and cheat protection). I would imagine it should borrow some elements from GTA Online, such as having the option to enable or disable friendly fire. If friendly fire is enabled, players could potentially steal smaller items from each other—such as health items or money—while more valuable items like legendary Raid armor or weapons would be protected. Even though I never played The Division 2’s Dark Zone, adding zombies to a similar PvP environment could create a fun and engaging experience.
One thing I loved about Borderlands 1-3 is that I could progress the story and earn gear I enjoyed all on my own, without needing to rely on others. However, there should also be options for players who prefer to play together. While we can’t cater to everyone’s preferences, we can provide experiences with carefully planned encounters that require teamwork to achieve objectives. Raids are an excellent example of this, as they can introduce challenges that are too difficult to tackle solo. To make these encounters rewarding, players should receive unique gear drops and substantial compensation for their teamwork and success.
Unlike Bungie’s Destiny franchise, there needs to be an in-game matchmaking system or a method for recruiting teammates for these challenges. It’s unreasonable to rely on external LFG (looking for group) sites like Reddit or apps like Discord just to play the game. Every activity should either have built-in matchmaking or include a system that allows players to search for others who meet the required criteria. Implementing this is not difficult, and if it seems so, then the approach is flawed.
The beauty of this gameplay model is that you are an officer of the law, part of a large force. You are not special or unique; you are one among many, tasked with maintaining peace and saving people. Therefore, it will be common to encounter other officers on the streets. However, there should be unique encounters that make you feel special and allow you to progress your personal story. This might involve meeting Chris Redfield, carrying out a mission for Wesker, or gathering supplies at Leon’s request back at the RPD. The game is designed around the concept of you being a cop trying to uncover the truth behind everything. This approach ensures that seeing another player on the street, even if they are engaging in actions like teabagging Nemesis’ corpse, does not break your immersion in the game.
BOSSES | RAIDS
Boss encounters in a Resident Evil game should naturally feature familiar types from at least the first three games, given the setting within the Raccoon City area. Since Resident Evil 4 introduced new elements with las plagas in Europe, it’s important to maintain consistency with the Raccoon City trilogy and its related tie-ins. However, to fit the altered history of this game experience, it would be engaging to hint at future developments by exploring other experiments and creatures that Umbrella is working on.
There are many potential bio-weapons that could serve as bosses, including Lickers, Tyrants, and even special encounters with RE3’s Nemesis, among others. Since this is an alternate past, we can introduce new, never-before-seen enemy types that could function as quest and raid bosses.
It’s crucial that bosses feel unique and distinct from the everyday enemies encountered on the streets. While they can be larger versions of common enemies, they should not be identical. They should be unique alphas or mutated forms of existing creatures. While bullet sponges are acceptable, bosses should offer more than just increased health and damage. Mechanics that trigger vulnerabilities and innovative features are preferred, but avoid knock-back mechanics like stomping, which can be frustrating.
Boss encounters should include a matchmaking feature or a way to invite other players who meet the required criteria to join. Additionally, bosses should drop unique loot and materials that are not available elsewhere.
For boss rewards, it would be ideal if they were farmable, particularly for raids, possibly on a rotation basis. If there are multiple raids, making one farmable each week would provide players with a reason to keep playing.
In contrast to Borderlands, where raids often feel unnecessary once you reach a high level and have good gear, and Destiny’s frustrating mechanics and drop rates, it’s important that bosses in this game offer meaningful rewards and engaging content. Bosses should not be limited to once-a-week encounters. Allow players to enjoy and master these encounters, and let them grind for rewards. Restricting access to the most interesting content is counterproductive and limits player engagement.
RANDOM WORLD ENCOUNTERS
Days Gone was an enjoyable game, particularly for its open-world concept and the thrill of encountering hordes of fast-moving “freaks” eager to attack. However, while the game excelled in some areas, it also had significant shortcomings. The world felt sparse, populated by only a few enemy types, some of which were far more common than others. Non-infected encounters, such as bandits, marauders, and raiders, felt repetitive and indistinguishable from one another. Random encounters seemed to draw from a limited pool of scenarios, lacking nuance and variety. Although the human enemies differed from the infected, their behavior felt monotonous. For a perfect open-world MMO set in the Resident Evil universe, these elements would need to be more sophisticated and less repetitive, despite the undead enemies lacking advanced brain function.
I understand that game development is challenging, but often it seems like an excuse used by developers and publishers to avoid investing in quality, rather than a genuine barrier. If Bethesda can create sophisticated AI in the Elder Scrolls games and Rockstar can produce a masterpiece like GTAV with its complex online experience, then it’s clear that the technology exists. Skyrim was released in 2011, and GTAV in 2013, so the argument that game development is inherently difficult doesn’t hold water. It’s more about budget constraints than technological limitations.
I’m not asking for a detailed life cycle for every character, but NPCs should feel more dynamic with distinct agendas, emotions, and a richer array of dialogue. Even though Skyrim felt like it had a limited voice cast, it still offered a more immersive experience than Cyberpunk, which is a different issue entirely.
Encounters in the game world should be genuinely random and unique, creating moments of fear and horror that players might miss if they don’t explore thoroughly. If Skyrim can still offer surprises after a decade, an always-online game should be able to provide a fresh experience without recycling NPC dialogue frequently.
The world should convey a sense of ongoing struggle, with civilians attempting to survive and adapt. State of Decay provides a solid foundation for this, with survivors who may not have advanced AI but appear to have meaningful activities. Encounters should be more varied than simply rescuing someone trapped in an alley surrounded by zombies. Perhaps rescued individuals could become valuable allies, joining the RPD to assist other survivors and calling for help if they are in danger. It would also be beneficial to have a cooldown between encounters to avoid repetitive experiences.
This is a complex request, but it is crucial for creating an engaging open-world MMO experience.
BOUNTIES AND SEASONAL OBJECTIVES
One aspect of the game that I think would be particularly enjoyable is the inclusion of factions. Imagine different groups with varying ideologies about the situation in the city. For example, you could have a faction of religious fanatics who believe this disaster is a divine punishment or gift, a group of hunters eager to hunt and kill, the RPD focused on rescuing survivors, and gangs of opportunists looting the city for personal gain. Some factions would be focused on survival, while others see this as an opportunity or a form of punishment. This diversity of factions would create opportunities for bounties, missions, and hunts for specific undead, infected enemies, and even rogue humans who have betrayed their factions.
Bounties would need to be repeatable with random rewards and provide experience points to help progress your character within the game’s leveling system. Given that the game is always online, it should incorporate a seasonal model. Personally, I appreciate Fortnite’s Battle Pass system, and it would be great to implement something similar. Additionally, 343 Industries has allowed players to purchase any past Battle Pass and progress through it at their own pace, ensuring that rewards remain accessible. This model eliminates the fear of missing out, allowing players to buy and enjoy past content whenever they choose, with no expiration.
Leon, Chris, Jill, and Claire
These four all play significant roles in the original Resident Evil trilogy, and I envision them being integral to this game as well. In my ideal scenario, Leon would lead the charge with the RPD upon his arrival, working tirelessly to save lives. Jill would take on the role of a leader handling special operations missions. Each of these characters could provide players with mission objectives and challenges, enriching the gameplay experience. For instance, Chris might guide players on reconnaissance missions in Umbrella’s underground research facilities.
One aspect I’d like to address is the issue of overlapping character models in MMOs, where players often crowd around mission-givers, breaking immersion. To avoid this, imagine approaching Leon, who is now the leader of the RPD. Instead of interacting with him in a crowded area, you might enter a private lobby within the RPD. Here, players would be scattered, and only a few, including you and your squad, would interact with Leon in his office. This setup would ensure that Leon’s interactions feel exclusive and immersive, possibly through cutscenes where he provides top-secret orders without showing him walking around while you wait.
FINAL THOUGHTS
I understand that creating a game like this presents numerous challenges that might make it nearly impossible to bring to life. That’s why this remains just a whimsical dream. However, if Capcom ever considers turning this idea into reality, I hope some of the concepts I’ve discussed could be useful. I realize I haven’t covered every detail necessary for the perfect MMO, which would be a daunting task—just writing all of this has taken me a week. Nevertheless, I believe this concept holds significant potential, and I’m certain that many others, like myself, would be eager to spend countless hours engaged with it.
Even if it never comes to be, it’s enjoyable to let my imagination wander and dream about what could be.
NOTE: This article was updated on August 28th, 2024. The original version was written and published on Wednesday, June 30, 2021 at 5:29pm