resident evil village might be capcom’s greatest feat yet for the franchise.
resident evil 7 took players by surprise, steering the series in a markedly different direction. up until seven, the resident evil games were primarily action-oriented survival horror experiences. this approach wasn't inherently flawed, as it aligned with capcom's vision for the franchise. however, when seven was released, it astonished players by deeply embracing horror elements, setting a high bar for it’s sequel.
this is where it gets tricky. while seven was largely successful, some fans found it “too scary” or considered it a deviation from the franchise’s roots. village had to balance appeasing fans of seven and long-time enthusiasts who preferred the classic survival horror with an action-centric style.
so, what became of village? it largely adhered to the classic style. the house beneviento section, where the game truly leaned into horror, was particularly notable. stripped of all tools, players found themselves helpless in a dark, eerie setting, a homage to seven that resulted in a gripping experience. besides this, moments of genuine fear occurred when facing lycans, thanks to their element of surprise. the village environment allowed lycans to camouflage perfectly, often necessitating a second look to spot them. the game skillfully used music to build tension and surprise especially during the blood-soaked basement section. while the game leaned more towards action than pure horror, this wasn’t necessarily a drawback. in the end, resident evil village turned out to be phenomenal.
even though this game was released for last-generation consoles, it stands as one of the best-looking games capcom has ever produced. from the intricately crafted romanian architecture of castle dimitrescu to the old-school layout of house beneviento, every environment is meticulously crafted, offering a visual feast. heisenberg’s factory, with its modern look, still manages to awe with its detailed design.
as for gameplay, ethan moves particularly the same as before, but there's a wider array of firearms available this time. this includes classic handguns, rocket launchers, a laser sword, and more, marking a step up from seven. ammo scarcity remains a concern, maintaining the survival aspect. the firearms complement this game well, much like the firearms of seven did to themselves. the lycan are particularly unique and agile, providing a fresh challenge compared to the zombies of previous games.
the game also rewards players for exploration. village is filled with open areas that are fairly linear yet interconnected. hidden treasures and a optional boss fight await those who venture off the beaten path. revisiting areas with new keys and items often reveals previously inaccessible treasures and weapons, enhancing the sense of discovery.
let’s talk about karl heisenberg as a character. everything about him was phenomenal, the character design complimented with neil newbon’s voice acting. his motivations throughout the game and his factory, everything about him was just memorable.
additionally , there’s a mercenaries mode. all resident evil games could benefit from this mode, which offers an arcade-like experience centered around fun. players can control characters like alcina, heisenberg, chris, and ethan, each offering unique abilities. I wasn’t particularly impressed with chris redfield and the BSAA’s involvement throughout the game. they accompanied ethan but mostly stayed idle, only contributing at the last minute. their aid in the fight against heisenberg was noteworthy, but chris’s sporadic appearances felt underwhelming. surprising, yes but underwhelming.
capcom concludes the ethan winters saga with a splendid narrative. ethan’s character and the overall storytelling are exceptional, despite some corny dialogue. most resident evil games pit protagonists with supernatural foes against seemingly ordinary humans. whilst offering fun gameplay, these characters seem flawed in design; chris is the boulder-punching a-hole, leon was practically superhuman in four, and ethan has insane regenerative abilities. however, village explains ethan’s abilities as the game nears its end. additionally, providing a satisfying conclusion to his story.
village has borrowed elements from its predecessor, such as the duke’s emporium, among other things. however, I feel these are basic components of a well-established franchise that more games could benefit from. just as resident evil 7 served as a sketch for resident evil 2 to some extent, resident evil village does the same for resident evil 4. nevertheless, both games have managed to stand out uniquely on their own.
thank you, ethan winters.
you will be missed.