PC GAMER (US)

Resident Evil Village

RESIDENT EVIL VILLAGE is a collection of bizarre, beautiful haunted houses, with some of the scariest moments in the entire series.

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Beginning with a scene of domestic bliss, our hero Ethan Winters (returning from Resident Evil 7) and his wife Mia prepare dinner and look after their newborn baby, Rosemary. Then something bad happens—I won’t say what, because it’s pretty shocking—and soon Ethan finds himself lost in an isolated village in a snowstorm, searching for his kidnapped child. It’s a sharp, sudden intro, but an effective one, immediatel­y setting the stakes high and establishi­ng Resident Evil Village’s brutal, sadistic tone.

It’s never explicitly stated where the village the game takes its name from is located, but a few clues point towards it being nestled somewhere in the wintry mountains of Romania. The village itself is a scrappy, ramshackle scattering of wood and brick houses, farmer’s fields, and the occasional church. Over it looms a gothic castle with immense spires, and there are also traces of ancient ruins, suggesting a long and strange history. It’s a magnificen­t setting, dripping with atmosphere, menace, and mystery. I wanted to explore every dingy corner of it.

DEAD SET

Ethan is a boring guy who always seems confused about what’s going on, and never has anything interestin­g to say. This makes him a slightly unremarkab­le protagonis­t, but his extreme normality does heighten the eccentrici­ty of the village’s residents. The previous game’s Baker family were a relatively grounded bunch of ghouls, but here Capcom has seriously ramped up the monstrousn­ess of its antagonist­s. As Ethan hunts for Rose, he goes up against an impossibly tall and glamorous vampire, a weird mutant fish-man, a killer porcelain doll, and other assorted weirdos.

What I love about Resident Evil Village is that it never settles on being one kind of horror game. Each villain’s lair features a very different take on the genre, from breathless, action-packed survival against hordes of enemies, to a more slow-burning, psychologi­cal approach. It’s a game overflowin­g with ideas, constantly inventing clever, surprising new ways to get your heart rate rising and jolt you out of your comfort zone. And it manages to keep this up for pretty much the entire duration of the adventure.

Each section is so wildly different, Village almost has the feel of a horror anthology. Admittedly, this can make it feel inconsiste­nt at times, as if all the parts are flimsily strung together. You often get the sense that Capcom had the ideas for the game’s many brilliant set-pieces first, then decided how to connect them all together at the last minute. But it’s worth it for the variety this approach offers. You genuinely never know what fresh weirdness the developer is going to throw at you next, and the imaginatio­ns of the artists and writers are firing on all cylinders.

This not only makes this the most varied Resident Evil to date, but arguably the scariest. One of the best examples of this is the mansion of Donna Beneviento, a dollmaker. In her creaking, dusty old house—which is littered with hundreds of eerie, black-eyed dolls in various states of disrepair—you’re forced through a series of brilliantl­y constructe­d moments of understate­d, excruciati­ngly tense horror, culminatin­g in an encounter that might well be the scariest single moment in Resident Evil history. I highly recommend playing this section—and the whole game, if possible—with a good pair of headphones, because the sound design is extremely good. It creates a real sense of 3D space, and you can identify where enemies and other horrors are lurking based on the sound they make alone.

In another section you’re hunted by Lady Dimitrescu, the aforementi­oned lofty vampire. Her 15th century castle is an opulent labyrinth of ornate, gilded corridors, and shadowy drawing rooms, lavishly decorated and softly lit by candles. It’s an incredibly atmospheri­c setting, and the imposing Lady D bearing down on you (crouching to squeeze through doorways that are much too small for her) is thrillingl­y nerve-wracking. As she pursues, you have to hunt for objects to unlock the main gate, which involves some light puzzling

Resident Evil Village almost has the feel of a horror anthology

and, in true Resi style, mentally mapping the building.

X FACTOR

Lady Dimitrescu isn’t quite as terrifying as Mr X (the big guy with the hat) from the Resident Evil 2 remake. While he was eerily silent at all times, Lady Dimitrescu loudly taunts you as she follows you around, which makes locating her easier. And the clink of her heels on the polished floors of the castle, while menacing enough, never filled me with quite as much dread as the wall-shaking thud of the Tyrant’s footsteps. She’s more of a character than him, and has some interestin­g backstory to uncover, but I never truly found her scary. The villains in Village are more exaggerate­d and moustache-twirling than RE7’ s Baker family, who were just deeply horrible.

Castle Dimitrescu is perhaps the best showcase of Resident Evil’s impressive visuals—but the entire game is just obscenely pretty. The environmen­ts are richly detailed and stunningly lit, with a tangible layer of grime and texture to every object and surface. It runs smoothly, even at high resolution­s, and raytracing makes for some gorgeous lighting and reflection­s. The character models are also spectacula­r, with expressive, convincing animation bringing the cast horribly to life. The English voice acting is a little hammy, but for the most part this suits these absurd, egomaniaca­l characters.

The castle and dollmaker’s mansion are among the series’ most memorable set-pieces. But I do wish they had squeezed more out of some of them. In one sense, I do appreciate how Capcom resists the urge to milk its ideas dry, enthusiast­ically tossing them aside to present something new to the player. This keeps things feeling fresh and unpredicta­ble throughout. But occasional­ly I’d reach the end of one of these sequences and think “Is that it?”. Sometimes I just wish the game would give me more time to soak it all in before shoving me through to the next room of the haunted house.

Elsewhere, the horror is more immediate. While Resident Evil 7 had one type of regular enemy—the sludge-like Molded— Village features an array of savage horrors called

Lycans. These feral, snarling creatures come in various forms, and you have to regularly switch up your tactics to fight them. The standard grunt Lycan isn’t overly powerful, but they’re agile and athletic, able to leap at you suddenly from a distance and clamber up walls and ladders, which makes for some entertaini­ngly dramatic, fast-paced battles.

FURRY FRIENDS

I found the regular Lycans too cartoonish­ly werewolf-like to really be scared by them, but later iterations are much more intimidati­ng. There are some really messed up creatures in the latter half of Village, including twitching biomechani­cal horrors with drills for arms, guys with chunks of rusty metal screwed to them as makeshift armor, and other similarly grim examples of Clive Barker-esque body horror. It makes those sentient blobs of black slime from Resident

Evil 7 seem very lame in comparison.

While much of Village takes place in tight, narrow spaces, it sometimes opens up into larger arenas built with combat in mind. Here you’ll find plenty of explosive barrels to lure groups of enemies towards, roofs to climb, houses to slip into, and furniture to drag across doorways to stem the flow of Lycans. These sections are enjoyably frantic, but are less interestin­g than the moments when you don’t have to fire your weapon much, or at all. Village is a decent first-person shooter, but whenever Capcom focuses on atmosphere and tension over action, it’s a much better game.

However, the developer seems to have almost entirely lost interest in puzzles. There are a few in Village, but they’re extremely easy, with solutions that are always staring you right in the face. As someone who has always enjoyed the arcane, convoluted puzzles in Resident Evil games, I find this slightly disappoint­ing. It does make for a pacier game, with fewer interrupti­ons to the flow of exploratio­n and combat. But I like those interrupti­ons, and I feel like Village could have benefited from being a little more cerebrally taxing. I didn’t get stuck at all in the 11 hours it took me to finish it.

I only died a handful of times too, which was surprising. There are some tricky battles, but the game is good at making you feel like you’ve scraped through them within an inch of your life. There’s always just enough ammunition scattered around to muddle through the tougher fights, which may be evidence of some kind of dynamic difficulty system at play. If there is one, it hides it well. Village is pretty much perfectly paced, giving you ample space to explore and organize yourself before tossing you into the next chaotic action set-piece. And I never got bored. Not once.

NOBLE INTENTIONS

Ethan has very few allies in the village, and they tend to die horribly not long after meeting him. But a mysterious character known as The Duke is a constant friendly presence. He’s a merchant with a curiously enigmatic personalit­y, and always seems to be one step ahead of you. Turn a corner in a new area and you’ll find him there, quietly puffing on a cigar, eagerly awaiting your coin. He sells weapons, ammo, crafting blueprints, and other helpful stuff, and will buy any treasure you happen to pick up—including the crystalliz­ed remains of bosses, which always fetch a tidy price.

If you’re a completion­ist, then you’ll appreciate how the map works. If a room you’re in still has treasure or other secrets left to find in it, it’ll be marked red on the map. Find everything and it turns blue. It’s a nice way to make sure you’ve scavenged every useful item before you move on—which is important when every bullet counts. You can craft ammo and health items too, which feels a bit tacked-on, and that it’s just included for the sake of it.

But you will be doing it a lot, frequently snapping into the crafting

There are some really messed up creatures in Village

menu mid-battle to top up your bullet supply or brew up a fresh bottle of healing fluid.

The Duke can also upgrade weapons and turn raw ingredient­s into meals that permanentl­y increase your health, defense, and movement speed. As you explore the village you’ll encounter a range of wildlife including pigs, sheep, chickens, and the occasional fish splashing around in a stream. Shoot them and they’ll drop meat, which The Duke can then use to whip up one of these tasty stat-boosting feasts. This is one of several optional quests and distractio­ns, which help Village feel slightly less linear than the last game, even if the story does follow a strictly prescribed path.

Running into The Duke gives me the same feeling of relief I get when I find a safe room in the old Resident Evil games. It’s a chance to breathe, regroup, tidy up your cluttered inventory, and save at the nearby typewriter. Yes, typewriter­s are back, but you don’t need ink ribbons to use them. Inventory management is an important considerat­ion in Village, but limited to weapons, ammunition, and health items. There are no magic item boxes in this game, so if a weapon or some other bulky object is taking up too much space, you’ll either have to sell it or pay to increase the size of your inventory.

Important items like door keys and objects needed to solve puzzles don’t take up any inventory space, and are stored in a separate, bottomless menu— which is one major way Village streamline­s the classic Resident Evil formula. Treasure doesn’t take up any inventory space either, so you can carry around as many crystal skulls as you like. I must admit, I miss the old system, where picking up a key might mean sacrificin­g a weapon or some other helpful item. But it does mean less time spent in menus or backtracki­ng to find item boxes, which, again, increases the overall pace of the game.

Compared to RE7, Village has a much more interestin­g structure. A large, open square in the center of the village acts as a hub, from which all the major locations in the game branch off, locked by a series of keys. This is a safe zone, similar to the main hall of RE2’ s police station, and you revisit it frequently. Here you get easy access to The Duke, as well as the entrances to each villain’s lair.

The village also hides several optional areas, which contain extra story details, rare treasure, and even minibosses. This rewards you for taking the time to wander off the beaten path and explore.

Although Resident Evil 7 had the feel of a soft reboot, only lightly touching on the series’ larger mythology, Village contains some major revelation­s that impact every game in the series in hindsight. If you’re a fan of these stories and you feel like the last few games have been light on new informatio­n about this universe and characters, Village will not disappoint. But the important thing is that it’s not one of those

Resi sequels that bombards you with dumb new lore. These revelation­s are big and important, but sit quietly in the background, letting Ethan’s story stand on its own.

REDFIELD OF DREAMS

One of the biggest surprises in the game is Chris Redfield, who has, of course, been a part of the series since the very beginning. Resident Evil characters have always felt like cardboard cut-outs to me. They’re more like sentient costumes than people. But in Village, in which Redfield plays an important role, he feels, for the first time, like a proper, nuanced, flawed character. He’s exactly as cynical, angry and exhausted as a guy who’s spent his entire adult life fighting bioweapons should be. I’d love to see more of the Resi cast fleshed out in this way.

Finishing the story unlocks a store where you can purchase a selection of extras with an in-game currency earned by unlocking achievemen­ts. These include a return of The Mercenarie­s, a fan favorite arcade/ time attack mode. In Village’s take on it, you can buy items and weapons from The Duke between rounds. But otherwise it remains faithful to the mode popularize­d by Resi 4. There’s a New Game+ mode too, which lets you carry your weapons and upgrades over to a second, harder run. It’s also worth spending a few points on figures for the 3D model viewer, because it really highlights just how incredible the character models are in this game.

Village can occasional­ly feel like half a dozen different horror games jammed together. But the strength and variety of its ideas, the quality of the art direction, and its darkly evocative atmosphere more than make up for it. It’s a bold and experiment­al horror game, but also one that leans into the series’ past glories—particular­ly Resident Evil 4. There’s a lot of Mikami’s 2005 reinventio­n here, from the enigmatic merchant and weapon upgrades to the rural setting and corrupted villagers. But ultimately, Village is its own game with its own identity, and the elements it borrows from earlier sequels never define it.

This is a quality horror game in its own right, and proof Resident Evil still has the power to thrill, surprise, and scare 25 years on.

Village can feel like half a dozen horror games jammed together

 ??  ??
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 ??  ?? Wrap up warm, Ethan—you’ll catch your death out here.
Wrap up warm, Ethan—you’ll catch your death out here.
 ??  ?? A tranquil moment between bouts of running for my life.
A tranquil moment between bouts of running for my life.
 ??  ?? If in doubt, just bolt a bunch of scrap to a monster.
If in doubt, just bolt a bunch of scrap to a monster.
 ??  ?? The mind of an engineer, the clothes of a detective.
The mind of an engineer, the clothes of a detective.
 ??  ?? There are far less weird puzzles this time round.
There are far less weird puzzles this time round.
 ??  ?? There are hints of the first game’s mansion.
There are hints of the first game’s mansion.
 ??  ??
 ??  ??
 ??  ?? Chris Redfield has more depth and nuance than ever before.
Chris Redfield has more depth and nuance than ever before.
 ??  ?? Look, it’s the tall vampire lady from the internet.
Look, it’s the tall vampire lady from the internet.
 ??  ?? Is that a warning? Because I’m going to ignore it.
Is that a warning? Because I’m going to ignore it.
 ??  ?? Would it kill you to put up some new wallpaper?
Would it kill you to put up some new wallpaper?
 ??  ?? The environmen­ts are wonderfull­y gothic.
The environmen­ts are wonderfull­y gothic.

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