That Capcom is in a state of spectacular shape is no longer news. Whereby there is always the fear that the skinny cows will come back. Old bugs or new ones. Today it is the turn of one of his most mythical sagas. Living history of video games, we’re talking about Resident Evil. Saga that came to light in 1996 and laid the foundations for a great success that was notably continued by its sequel Resident Evil 2 (1998). There are many years and a good handful of deliveries, including great successes and tremendous failures. Today I’m going to talk about the village that corresponds to its episode number 8. Let’s get to rural tourism.
“Honestly, every village needs a short scare period”
The events of Resident Evil Village take place shortly after what happened in Resident Evil VII, so we’re talking about a direct sequel. But if you haven’t played 7 (you should), that’s fine, as the game gives us a good synopsis of what’s happening in Louisiana.
Looks like things are going well for dear old Ethan. Eventually, after living in the Baker house, the nightmare manages to live a semi-normal life. Even happy. He is home with his beloved Mia and her precious baby Rose. Until Chris Redfield arrives. Suddenly you appear badly injured in the snow. Your baby has been kidnapped and of course we have to save it.
The beginning of this episode feels embroidered to me. It reminded me of some epic moments from Resident Evil 4, and that’s a good thing. After our first steps we reach the city, the village or whatever you want to call it. Yes, we made it to the village.
This time the delivery in Europe has stopped and I have to say that it suits him really well. The snow, the everyday and rustic of his constructions… the creatures. Understood.
After researching for a while, fear begins to surface. It doesn’t do it explicitly, but through sounds, images that you can barely see… changes in the music. It seems that the easy start is put aside, it is committed to the authentic sense of suggestion as well as being overwhelmed. All of this reaches its climax when we are involved in a siege of our position. The first creatures to become werewolves surround us and we’re running low on ammo. start village.
The game follows a classic development of the saga, going through different environments, each with a strong personality. Commanded in this case by several superior beings that we must defeat. All this leads to closed doors, keys with specific shapes and perfectly placed enemies to decide if we finish them or run away. This is important.
The Resident Evil gene, its germ, its essence… is based on these small details. Although it is true that I reached the last part of the title with a good amount of resources, it is also true that throughout the game I always felt naked and I thought coldly if I would be interested in defeating the enemies to kill in order to explore them “at leisure” or whether he should better run like a bastard.
Like I said. Each part of the game takes us to a different environment, from the city itself, to which we will return again and again, to the already famous Dimitrescu Castle. Through swamps, cemeteries and other enchanting places. In all of them we have to solve some puzzles, essentially quite simple and based on taking a piece from here to place it there.
While all of these scenarios work, it’s true that some perform better than others. For example, I liked the castle and was impressed. The horror I witnessed in these corridors was real and contrasted with the elaborate and exaggerated luxury of the place, where on Playstation 5 or Xbox Series X we could appreciate in detail those golden surfaces of plaster and wood look, photorealism . Walking from those halls to the darkest dungeons was an exercise in concentration, swallowing saliva and deciding which heads the bullets hit and which didn’t. El Castillo led me on that uncomfortable, almost torturous, exploration that no doubt continues to be a hallmark of the house.
While this is reproduced in all environments, I’ve enjoyed what is perhaps the most complete resident in terms of what’s playable. With exclusive areas to explore, suffering pranks from a monster that only wanted to see us suffer, and on the other hand, I emptied several magazines for hordes of werewolves. And I think it works really well. Though I might have liked to see more enemy design. A certain guy that looks like a zombie gets recycled too much. First we see him as a vampire spawn, then a lowly zombie, and finally a techno zombie. meh
It’s not the most terrifying Resident Evil, of course, nor the most action-packed Resident (that’s number six and may God have mercy on his soul), it’s a chimera with both mechanics complementing each other in a way that completes one really good product and funny. The experience produced by Village strikes me as a success for the genre. An adventure of about 8 or 9 hours that invites you to return there to complete the little things left along the way, which are basically weapons.
The mechanics are simple: exploration, action and survival. We must collect all the materials we can to convert them (according to our interests) into ammo, explosives or health. But this time, and as we saw in another episode, we’ll have the help of a salesman, the so-called Duke.
Not only will it improve our weapons, but it will also buy us the treasures we carry, giving real meaning to collectibles and no doubt making us take that sinister detour to get them and thus having more money to have a more destructive weapon. In addition, Resident joins the “hunting” trend and can give Duke parts of different animals so that he permanently improves our stats.
That aside, I find the story really engaging, and if you’ve been a fan of the saga since the beginning, you’ll find some details that will make you chuckle. Especially in the last part, where everything is clarified. And that’s news.
The cast of characters seems to me to have enough personality to be memorable. A lot more than the Bakers. Each character is unique and has their own interests in which our protagonist is more or less involved. From the mythical Alcina to Heisenberg.
I like that “almost” all the ends are tied together, that explanations are given for what seemed to have no explanation and although it can be a more or less important smoke I think it has the coherence that the others Deliveries missing.
The game is technically impressive. Having not tried the last gen versions, I can assure you that it goes like a shot on PlayStation 5. Offers a fluid, comfortable experience with no waiting. It’s outrageous to see yourself surrounded by these photorealistic scenarios within seconds of turning on the console.
All of this accompanied by a sublime artistic section, realistic yes, but with Capcom DNA and its wonderful RE Engine. Both the somber places and the brightest create spectacular scenes that will undoubtedly make us overuse our share button.
But not only the visual environment is achieved, the sound also plays a major role. As I said in the beginning, not only what you see is terrifying, but what you hear can be even more frightening. Again, we appreciate an evolution of video game audio. What The Last of us Part 2 showed us is becoming canon. Locating your enemies by hearing them is great. But it’s even harder to listen to those dangers that don’t materialize. All this is also perfectly put together thanks to its excellent soundtrack. It’s a show that we’re already used to seeing from Capcom. This time we relive these changes in environment depending on whether there are enemies or not. Or depending on where we are. It is once again an exquisite piece of work.
Perhaps the part I liked the least was the cinematics. Gone are the spectacular moments we experienced in the past. In the search for these new more realistic residents, not only do we lose that over-the-top action, but I also don’t quite believe in their characters. This leads me to all too obvious script errors as well as incredible acting on the part of the animations.
Another point worth emphasizing is the extras. It’s true that it may be a seemingly short game (I tell you that too, as do all residents), although it strikes me as a perfect duration for what comes next. These are the extras that will complete the game on higher difficulties, get powerful weapons or infinite ammo as a reward, and give you reasons to return to the city to blow everything up this time. But if this knows little, you must take into account the great return of the mercenaries. The extra among the extras.
While I could write another review this way, I’ll be brief. It’s quite a classic “mercenary” of which a living. Go through the already familiar scenarios with one clean shot and kill waves of enemies before time runs out. The difference here is that between rounds we can go to the store to see our friend Duke and buy the resources we need as well as upgrade weapons. Also, some enhancers were built in during the tour, which will give us some interesting improvements to choose from. It’s an absolutely addictive mode that will undoubtedly provide us with hours of entertainment.
Despite everything, I think Village is a well-rounded product. This once again puts the franchise at the forefront of the horror genre and has us excited for the ninth installment, which I think is more than many could wish for. Years go by and everything changes, the public and the technology. So I think it’s quite commendable to show the intelligence of Capcom’s Japanese to adapt a popular saga like this to their time. Whether you’re a fan of the saga or not, Resident Evil Village is a game that deserves to be enjoyed… or suffered.