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Review: Resident Evil Village is a terrifying classic horror experience

Many stories center around a father who is out to protect his children, no matter the danger and perils in front of him. It's a classic tale, but it works. And at its cadre, Resident Evil Village is about RE7'south protagonist Ethan Winters' singular focus to save his girl, Rose, from supernatural forces hellbent on using her hidden power. Everything that happens on his fashion in that location, at that place, and anything merely ordinary. Unless, that is, you've played Resident Evil's unique make of dark, creepy, and even campy adventure earlier.

The horror in Resident Evil Hamlet feels iconic and in line with previous Resident Evil games, especially the darker and less activity-oriented outings like 4, 7, and the remake of 2. Only there are enough new tricks in the quondam hat to make even the most steadfast players jump. The game doesn't try to grab yous off guard with cheap jump scares.

Instead, Village earns its screams through visceral terrors and legitimate fears for the characters' safety and well-being. (For instance, if you've got a thing for dolls, you might need to stay away.) Nearly everything in Village feels like an improvement from previous games, at least on a systems and gameplay level, and it makes for a surprisingly rewarding and satisfying run a risk from first to end.

The hunt for Rosemary

Image via Capcom

Resident Evil Village is Ethan's story, and it follows afterwards Resident Evil 7, picking up several years later the end of that game. Ethan and his family have been moved to an undisclosed location overseas but are forced to run when a returning Resident Evil protagonist, Chris Redfield, appears to try and protect them but fails. Ethan's kid, Rose, is discovered to have been taken, forcing Ethan into a nearby village. In that location, the four lords, led by Mother Meranda, plan to use Rose for her unusual powers, forcing Ethan to fight through each of them to save her.

Each of the lords has a unique power and theme, with the first being Lady Dimitrescu, the tall vampire adult female with whom the net has been especially thirsty over since she made her first appearance in promo material months ago. The developers were clearly unaware of how popular the character was going to become, or they would have utilized her more, for meliorate or for worse. That being said, her segment of the game is memorable, and discovering the other lords and facing off against their unique powers was a delightful treat I hadn't expected to enjoy.

The combat steadily ramps up equally you explore each area, giving you more meaning threats to battle with a better armament. By the end, it feels like you have the arsenal fit for a small ground forces, and the game shifts from creepy to more than of an action-run a risk as yous plough toward the finale at a breakneck pace. The story leading upwards to the final battle answers several questions players may have had in Resident Evil 7, and it surprisingly even provides context to some earlier Resident Evil games for the fans who have been with the franchise since the outset. There's also somewhat of a hint as to where the next entry could go in a post-credits scene, so exist sure to stick around for that.

Blending old with new

Resident Evil Village
Image via Capcom

Resident Evil Village finds clever ways to brand minor callbacks to previous games, blending quondam systems and giving them a new face. One shining example of this is inventory management, where weapons and equipment are kept separate from crafting materials. It's a simple change that significantly benefits the overall feel.

Where onetime and new truly blend is in the narrative, tying the importance of Resident Evil Village'south characters and story into other games in the franchise. Information technology's a welcome journey for veterans who obsess over this sort of matter, giving tiny morsels of information through lore, dialogue, and notes you find naturally, but it doesn't leave new players besides far in the dust either.

Courting these old concepts with new ideas is a delicate rest. Y'all experience some of the same tropes, like shooting at the large red spot on the boss, and the supernatural creatures are all explained abroad with the justification of pseudoscience that y'all can simply read on someone's conspiracy blog website. The ending leaves you lot with plenty questions to remain curious near the future and the fate of the characters.

The biggest disappointment is the dominate fights. They rarely stray away from the previous Resident Evil fights where y'all aim for the weak spot or just proceed shooting it until the matter dies. There's one boss fight where you take to find the dominate among hidden objects, but information technology's the only instance of things beingness changed upward, and realizing that quickly snuffed any hopes I had about standing diverseness. I had a taste of something unlike, and I liked it, but Village took information technology away before I could ask for a second helping.

A brief stay

Image via Capcom

Though some may run into the game's length as a negative, I retrieve a massive benefit to Village is that it doesn't go along you for too long. It's a sizable x-hour journey from start to cease for most playthroughs, which is just enough time to thoroughly enjoy everything near the game without feeling you've been at the same place for too long. It hasn't been padded out with collectibles or side quests just to increase the play counter.

Perhaps the Covid-xix pandemic had an effect on the game's overall length, but it's an enjoyable adventure most volition option up and cease in a weekend and maybe return to in the futurity at a more challenging difficulty or to relive the story. Not every game has to be 60 hours long, and Village nods toward that.

That'due south not to say at that place's nothing to do. There are things to find, weapon mods to acquire, and drawers to lockpick. At that place's an element of Metroidvania hither, where you have to come up back afterward with the right tool to access a section that was previously unavailable. If yous desire to explore, in that location's exploring to do. My time with the game was a solid weekend front to dorsum before I gear up it down, and that's not a bad thing.

The verdict

Resident Evil Village succeeds past improving on previous games while still relying on a traditional Resident Evil zombie experience. Previous iterations have already developed the formula, and it works, just pocket-sized, enjoyable changes made turn Hamlet into a standout championship for me. Most of the time it's not as Blair Witch-y every bit Resident Evil 7, instead reminding me more of Resident Evil four, with castles, villages, sewers, and graveyards to venture through.

Village doesn't reinvent the wheel for the Resident Evil franchise, but it's shaved down some of the more annoying parts that lingered from previous titles. It offers a satisfying story from start to finish, and there are plenty of scares. The biggest downside is the lack of boss fight mechanics, but you won't exist thinking about that too much as you motion between locations, keeping rail of how few bullets you have left.

+ Satisfying narrative full of twists and turns
+ Complicated combat that rewards patience and skill
+ Rewarding visceral horror that doesn't rely on jump scares
+ Does all the Resident Evil things correct
Piddling dominate diverseness that makes climatic fights feel wasted
Disclosure: This review was written using a game lawmaking provided by the publisher.

Source: https://www.gamepur.com/reviews/review-resident-evil-village

Posted by: ellisreenamen.blogspot.com

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