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Resident Evil Village

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PC, PS4, PS5, Stadia, Xbox One, Xbox Series

You can tell a lot about someone from their hands. This is as true of videogame characters as anyone: what could be more Doom than Doomguy’s spiked knuckles, or more Dishonored than Emily Kaldwin’s aristocrat­ic fingers? Resident Evil Village – a glamorous but underwhelm­ing instalment with shades of Resident Evil 4, tossed with chunks of Dracula – stretches this idea to its limit. Save for the odd tangent about prophecies and bioweapons, it’s a cautionary tale about the terrible things that can happen to a pair of hands.

It starts with a nick from a barbed-wire fence, as the previous game’s protagonis­t Ethan Winters bumbles into the village of the title, searching for his abducted daughter. Shortly after, you lose a couple of digits to a werewolf’s maw. An hour later, Winters is hung up by skewered palms in a castle bedchamber, tearing himself free only to have one mitt lopped clean off, which he miraculous­ly glues back on with a glug of herbal medicine. All of which has strangely little impact on the tense but unremarkab­le combat, in which you aim pistols, shotguns and rifles at joints and heads while backing away in circles. On the contrary: however much they’re mauled, Winters’ hands and forearms are nighunbrea­chable defences. On normal difficulty, at least, they can block power drills and meat hammers the size of cars with just a pinch of lost health. This is useful, given that there’s no dodge button and Winters has all the agility of a sack barrow dipped in treacle.

The rest of Winters’ body puts in an appearance now and then: he’s run through the torso, showered in acid and even takes an arrow to the knee, paving the way for a second career in another series entirely. Everything above his neck remains a mystery, however: mirrors reveal only darkness, and the closing thirdperso­n cutscenes refuse to film him from the front. A dread suspicion forms, confirmed by unlocking the character model for inspection after completion: he doesn’t have a face. His head is a black hollow with ears and a wig, a ‘blank tablet’ avatar with a touch of Junji Ito. Small wonder his hands bear the brunt of the characteri­sation.

Winters’ lack of a mug might sound eerie. In practice, it feels like a blunt acknowledg­ement that he is the least characterf­ul protagonis­t Resident Evil has ever had – even more tedious than Chris Redfield, veteran of the Umbrella Mansion, who features here as a special operative leading soldiers in the shadows. Winters is the hollow heart of a landscape of great beauty that deserves a better class of hero. It’s a world divided between four supernatur­al Lords, each representi­ng a different horror tradition, and all in thrall to a mysterious Mother Miranda, who has dark designs upon Winters’ stolen child that link back to Resident Evil 7’s finale.

North of the village lies the castle of the vampiress Lady Dimitrescu, who’ll need no introducti­on if you’ve spent any time on Twitter recently (or the NSFW parts of DeviantArt). Here, corridors of gold paint glimmer and velvet-draped lobbies offer no shelter from hungry eyes on the balconies above. There are room puzzles involving bells, statues and hanging braziers, catacombs of waist-deep gore, and several encounters with Lady Dimitrescu’s flyblown daughters. The realm of Moreau, a sickly amphibian, is the polar opposite. Here, you explore a lake that harbours a sunken town, tiptoeing across weedy rooftops and shooting out beams to create bridges as the scum froths around your ankles.

To the northeast lies the factory of Heisenberg, a slick and garrulous fiend with a Magneto-esque gift for metalworki­ng. This area is the least engaging – it’s by and large a series of dingy, rattling corridors – but it’s pleasingly economical in its layout, looping back again and again to the same freight elevator. And then there’s Donna Beneviento’s house in the forest, a place of puppets, projection­s and distant, enticing music. The ruined hamlet that links these eldritch spaces is a triumph of churned snow, candlelit murals and grisly touches such as scarecrows and nodding goat shrines (this year’s blue medallions). There are hidden treasure chests, animals that can be slaughtere­d for upgrades, and emblem-key doors to encourage revisits. The time of day changes slowly during the game, painting the snow afresh and waking fond memories of Bloodborne.

Into this world blunders Ethan Winters, with his vibrant palette of emotions ranging from “screw you” to “argh”

Into this richly appointed world blunders Ethan Winters, with his warmed-over dad-saviour complex, over-theatrical breathing and vibrant palette of emotions ranging from “screw you” to “argh”. He and his quest are to the game’s setting what bleach is to a tapestry. It would be less problemati­c if Winters were mute, but he insists on responding to everything, killing the mood with oafish exclamatio­ns. His first act – a few minutes before the barbed-wire fence – is to ask his relatively interestin­g wife Mia to stop reading their child a spooky bedtime book in case it causes her to develop a personalit­y, cutting off a Tim-Burton-style prologue that is the most engaging piece of storytelli­ng in the game.

He’s the symptom of a project that, for all its Gothic flourishes, often feels like it’s trying not to be too exciting lest it frighten away players who struggled with RE7. Mother Miranda and her cohort have charisma to spare, but even at their nastiest they’re more gruesome than horrifying, and the process of reaching and defeating them is startlingl­y straightfo­rward. Some areas reward exploratio­n and backtracki­ng (the map screen colour-codes rooms you’ve cleared) but never to the same degree as Resident Evil 2’s police station. The puzzles are condescend­ingly simple: you glance around for barely hidden number combinatio­ns or follow scribbled hints that are pretty much lists of instructio­ns.

The bulk of the firefights are with garden-variety zombies and lycans equipped with the usual range of

fakeout animations – sagging unexpected­ly or jerking to one side as they approach. They’re far less intimidati­ng than RE7’s groaning hulks of mould, and more predictabl­e than the RE2 remake’s zombies: where you’re kept guessing about whether the latter are down for good, you quickly memorise how many bullets it takes to erase one of Village’s critters. Later werewolves fire arrows, adding an irritating element of quickdraw. In the factory, meanwhile, you’ll fight cyborgs with glowing heatsinks, which raises the pressure to aim carefully but is hardly a change of tune.

As is often the case with Resident Evil, the intrigue of the gunplay is more what you do outside it, how you manage your finite inventory and ammunition. Village is generous with salvage on normal difficulty but even so, shortages meant we often had to use an inappropri­ate gun for the situation – a sniper rifle in the catacombs, for example. It’s gently thrilling. The commendabl­y user-friendly crafting system shares a few ingredient­s between several recipes, with correspond­ing trade-offs: cobble together some shotgun shells and you might run out of healing sprays when least convenient. Best of all, this side of the game involves spending time with the Duke, Village’s amiable shopkeeper, who is much better company than his visual design initially suggests.

When it finally introduces the headline enemies, Village pulls its punches. Lady Dimitrescu channels Mr X, hounding you from room to room, but her section is over before this has a chance to get interestin­g. (The character’s sheer magnificen­ce also makes it hard to be afraid of her, which removes some of the mouth-drying dread that accompanie­d RE2’s most fraught moments.) The bosses are agreeably oversized – stamping arachnids, molten griffins – but they all fight, and die, the same way, filling the screen with their attacks, then striking a pose so you can retaliate. The only thing that changes over the course of each fight and the campaign itself is the speed of this alternatio­n. Very occasional­ly, you have to tamper with something in the environmen­t to soften them up before striking back.

If Lady Dimitrescu stole the spotlight pre-release, Village’s star performer is her withdrawn sibling Donna Beneviento, whose puppet-infested house trades literal for psychologi­cal warfare. Stripped of your arsenal, you must poke about workshops and libraries, slowly completing an autopsy of a marionette painted to resemble your missing wife. The refreshing sensation of actual fear aside, it’s the area that comes closest to saving Winters from his own tediousnes­s, turning his parental anxieties against him. To be clear, this isn’t Silent Hill 2 – but it’s a sign that Village might have hosted a more involving story in the adventure-game tradition, with combat dialled down and extra time given to the origins of Mother Miranda and her brood.

Sadly, Beneviento’s mansion is the second area of the game and the shooting takes over from there; a few hours later, you’ll be rampaging through the village’s wreckage with an assault rifle. It’s a loud, mindless end to a game that features many stunningly crafted elements but rarely puts them to memorable use – a letdown after RE7 rescued the series from the convolutio­ns of Resident Evil 6. One consolatio­n is that Ethan Winters is unlikely to feature in whatever comes next. His retirement is overdue – in terms of its story, at least, Resident Evil needs a fresh set of hands.

 ??  ?? Developer/publisher Capcom Format PC, PS4, PS5 (tested), Stadia, Xbox One, Xbox Series
Release Out now
Developer/publisher Capcom Format PC, PS4, PS5 (tested), Stadia, Xbox One, Xbox Series Release Out now
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 ??  ?? TOP Puppet-disassembl­y puzzles aside, the Beneviento mansion introduces some light but effective stealth elements. Our tip: it’s a much better idea to hide under a bed than inside a cupboard. MAIN The weapons you amass feel good enough, but some of them seem redundant – we would have happily traded one pistol variant, for example, for something a little bit more on the exotic side. RIGHT This elegantly lit area is one of Village’s most laborious to get past – a werewolf wave-defence exercise featuring a two-part gate mechanism that feels like a very slow offline game of Left 4 Dead
TOP Puppet-disassembl­y puzzles aside, the Beneviento mansion introduces some light but effective stealth elements. Our tip: it’s a much better idea to hide under a bed than inside a cupboard. MAIN The weapons you amass feel good enough, but some of them seem redundant – we would have happily traded one pistol variant, for example, for something a little bit more on the exotic side. RIGHT This elegantly lit area is one of Village’s most laborious to get past – a werewolf wave-defence exercise featuring a two-part gate mechanism that feels like a very slow offline game of Left 4 Dead
 ??  ?? ABOVE Village’s supernatur­al and figurative touches are appealing, but lose their lustre for being tied into the Resident Evil series’ tedious wider universe of heroic spec ops teams and dastardly technology companies
ABOVE Village’s supernatur­al and figurative touches are appealing, but lose their lustre for being tied into the Resident Evil series’ tedious wider universe of heroic spec ops teams and dastardly technology companies
 ??  ?? Heisenberg’s steamy factory invites comparison with latter-day Quake and Wolfenstei­n games, but for all its jet-powered Germanic cyberwarri­ors, it lacks their colour and silliness. It’s not as big as it may appear, either
Heisenberg’s steamy factory invites comparison with latter-day Quake and Wolfenstei­n games, but for all its jet-powered Germanic cyberwarri­ors, it lacks their colour and silliness. It’s not as big as it may appear, either

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