Resident Evil Village

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Resident Evil Village
The merged halves of the heads of Chris Redfield and a werewolf-like creature appear below the game title on the cover art. The title's gold coloring highlights the Roman numeral "VIII" (8) as a subtle means to indicate this is the eighth numbered Resident Evil game.
Developer(s)Capcom
Publisher(s)Capcom
Director(s)Morimasa Sato
Producer(s)
  • Tsuyoshi Kanda
  • Peter Fabiano
  • Masachika Kawata
Designer(s)Isamu Hara
Programmer(s)
  • Tetsuro Noda
  • Masaharu Kamo
Artist(s)Tomonori Takano
Writer(s)Antony Johnston
Composer(s)Shusaku Uchiyama
SeriesResident Evil
EngineRE Engine
Platform(s)
ReleaseMay 7, 2021
Genre(s)Survival horror
Mode(s)Single-player, multiplayer

Resident Evil Village[a] is a 2021 first-person survival horror game developed and published by Capcom. It is the sequel to Resident Evil 7: Biohazard (2017). Players control Ethan Winters, who is searching for his kidnapped daughter after a fateful encounter with Chris Redfield, and finds himself in a village filled with mutant creatures. While Village maintains the Resident Evil series' survival horror elements, the game adopts a more action-oriented gameplay style compared to its predecessor.

The game was announced at the PlayStation 5 reveal event in June 2020 and was released on May 7, 2021, for Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S and Stadia. Resident Evil Village received generally favorable reviews, being praised for its gameplay, setting, and variety, although it received criticism for its puzzles, boss fights, and performance issues on the Windows version. The game's increased focus on action over its predecessor received more mixed opinions.

Gameplay[]

Like its predecessor, Resident Evil 7: Biohazard, Resident Evil Village uses a first-person perspective. It is set in a snowy explorable Eastern European village, described as "pulled straight from the Victorian era" and much larger and immersive than its predecessor.[1] Structures and buildings in the central village can be climbed and used to fight enemies.[1] Compared to Biohazard, the game is more action-focused, with protagonist Ethan Winters now equipped with more combat skills due to military training.[2] The game's primary enemies, the werewolf-like Lycans, are not only agile and intelligent, but can wield weapons and attack in packs, forcing the player to rethink their strategy on whether to utilize sparse ammunition, use melee combat, or simply run away.[3][4][5] Similar to Resident Evil 4, makeshift barricades can be used to fend off enemies.[4]

The inventory management mechanic is similar to that of Resident Evil 4, featuring a briefcase and the ability to move and rotate items for better storage space. Players can buy supplies, weapons, upgrades, and items from a merchant, called the Duke.[6] The players can also hunt animals in the village and have them cooked into dishes by the Duke. Eating side dishes allows the player to gain certain advantages such as decreasing the damage taken while blocking.[7] Treasures and collectibles can be found around the village, and sold to the Duke for currency.[1]

Players can manually save the game progress by locating and using typewriters, which replaces the tape recorders seen in Resident Evil 7 and marks their first appearance in a mainline game since Resident Evil 4.[8] A map of the village can be accessed from the pause menu, as well as a diary with sketches recapping the player's progress in the story so far.[4] Two new features added to the game were photo mode, which gave players the opportunity to screenshot in-game moments, and a button to skip cutscenes.[9]

Similar to Resident Evil 3 (2020), Resident Evil Village will include a six-player online multiplayer game, Resident Evil RE:Verse,[10] which was delayed until summer 2021,[11] and was later further delayed until 2022.[12] The Mercenaries Mode also makes a returning appearance in Village. Like its previous Resident Evil entries, it is an arcade-style game mode.[13]

Synopsis[]

Setting[]

Resident Evil Village is set three years after the events of Resident Evil 7, largely on the day of February 9, 2021.[14][4] Ethan Winters returns as the protagonist.[15] Ethan has been living with his wife Mia and 6-month-old daughter Rosemary when Chris Redfield – the protagonist of previous Resident Evil entries – and his men suddenly appear, murder his wife in cold blood, and kidnap him and his baby daughter, bringing them to a mysterious European village.[15][16][17] Ethan has to traverse the village to rescue Rosemary.[17] The village is invaded by werewolf-like mutants called Lycans and governed by four different mutant lords, each controlling their own forces from strongholds within the village. Lady Alcina Dimitrescu,[b] an unusually tall vampiric aristocrat, resides at Castle Dimitrescu with her three daughters Bela, Cassandra, and Daniela, and mutated female attendants.[19][20] The hallucination-inducing and ghost-like Donna Beneviento rules from her mansion, House Beneviento, and acts through her puppet Angie.[21] The grotesque Salvatore Moreau operates from a reservoir in close proximity to the village and is described as a "merman". Karl Heisenberg, who can manipulate magnetic fields, leads a group of Soldat simulacra from a contemporary factory. All houses respond to a supreme leader figure called Mother Miranda, the ruler of the village who is a "presence worshipped by the villagers."[17]

Plot[]

Three years after the events in Dulvey, Ethan and Mia have been relocated to Europe by Chris Redfield to start a new life with their newborn daughter Rosemary. One night, Chris and his Hound Wolf squad raid the house, assassinate Mia, and abduct Ethan and Rosemary. Ethan awakens next to the crashed transport truck they were riding in and reaches a nearby village terrorized by werewolf-like creatures known as Lycans. Ethan is unable to save the remaining villagers and is captured and brought before the village priest Mother Miranda and her lords: Alcina Dimitrescu, Donna Beneviento, Salvatore Moreau, and Karl Heisenberg. Ethan escapes a death trap made by Heisenberg and ventures into Dimitrescu's castle to find Rosemary, with the support of a mysterious local merchant known as the Duke. Ethan eliminates Dimitrescu and her daughters, finding a flask containing Rosemary's head. The Duke explains that Miranda placed Rosemary's body parts in four different flasks for a special ritual and that she can be restored if Ethan recovers the other flasks held by the remaining lords.

While killing Beneviento and Moreau for their flasks, Ethan learns Hound Wolf is also in the village. Ethan passes a test from Heisenberg for the fourth flask and is invited to the lord's factory where Heisenberg offers a proposal to defeat Miranda together. Ethan refuses once he learns Heisenberg intends to weaponize Rosemary and escapes. Ethan encounters and confronts Chris over Mia's death, learning the "Mia" Chris killed was Miranda in disguise. Chris reveals that Miranda possesses the power of mimicry and was attempting to abduct Rosemary, succeeding when she crashed the transport truck. Chris destroys Heisenberg's factory while Ethan uses a makeshift tank to defeat Heisenberg. Miranda confronts Ethan and kills him after she reveals her plans to take Rosemary as her own.

Witnessing Ethan's death, Chris leads Hound Wolf to extract Rosemary while a Bioterrorism Security Assessment Alliance (BSAA) assault force distracts Miranda. Chris enters a cave beneath the village and discovers a Megamycete (called the "fungal root" (菌根, kin kon) and the "Black God" (黒き神, kuroki kami) in the Japanese game), the source of the mold. He plants a bomb on the Megamycete and finds Miranda's lab, learning that she has lived a century since coming into contact with the Megamycete and was a mentor to the Umbrella Corporation's founder Oswell E. Spencer; Oswell used her knowledge to eventually develop the t-Virus. Miranda experimented with the fungus in an attempt to revive her daughter, Eva, who had succumbed to the Spanish flu; the four lords, Lycans, and Eveline were failed experiments. Miranda found a suitable host with Rosemary due to her special abilities inherited from Ethan and Mia. Chris also rescues the imprisoned Mia, learning that Ethan is still alive when Mia reveals her husband's powers.

Ethan revives after encountering Eveline in limbo who reveals that he was killed in his first encounter with Jack Baker in Dulvey, but was revived by her mold which gave him regenerative powers. The Duke brings Ethan to the ritual site where Miranda is attempting to revive Eva, but only succeeds in reviving Rosemary. An enraged Miranda battles Ethan, who kills her, before the Megamycete emerges from the ground. Ethan, his body deteriorating from his regenerative powers having reached their limit, sacrifices himself to detonate the bomb planted on the Megamycete, while Chris transports Mia and Rosemary to safety. As Mia mourns the loss of Ethan, Chris discovers that the BSAA soldiers sent to the village were organic bioweapons and orders his squad to head for the BSAA's European headquarters.

In a post-credits scene, a teenage Rosemary visits Ethan's grave before being called away for a mission on behalf of an undisclosed organization. As she and her escort drive off into the distance, an unknown figure is seen approaching their vehicle.

Development[]

Resident Evil Village had been in development for approximately three and a half years prior to its announcement in June 2020.[22][23][24] Capcom had asked the Resident Evil team to start development of the next game on August 8, 2016, while Resident Evil 7 was still about a half a year out from release, according to director Morimasa Sato.[25] Without having RE7's release to judge its success, the team kept the initial designs around the core survival horror gameplay roots that had been in Resident Evil 4 (RE4) and had been a return to form in RE7.[25] During this early period they came up with the concept of the titular village as the central theme of the game, inspired by RE4 where its village was also a central location as well as many of the gameplay mechanics established by the title.[25] The team used RE4's approach to create "a balance of combat, exploration, and puzzle solving".[16] Sato said that for the new game, "we're bringing the essence of Resident Evil 4, while Resident Evil 7 functions as the base for the game".[25] Looking back at the utilization of horror of RE7, producer Tsuyoshi Kanda said, "one of the lessons we took away is that this isn't something that is black and white, it's always going to have some variation or modification and figuring out ok this worked for [RE7], but rather than replicating it, let's find a variation that works for a wider audience," hence the development team opted for a more balanced take on action and horror for Village.[26]

RE7 was released in January 2017 and was well received by critics and players, so then the team decided to make the next game a direct sequel to RE7, keeping its protagonist Ethan Winters as the main character and retaining the same style of gameplay.[25] According to Kanda, this also helped to complete Ethan's story that was left open in RE7.[25] The team had become attached to his character, and worked to devise a story for him with the other Resident Evil teams within Capcom.[16]

As they continued to develop the village, Sato said they wanted to give players more freedom toward solving problems, and make it "a horror movie that you can play".[16] Kanda said that like with RE4, they were able to incorporate a wide variety of different themes of horror within the village, leading Capcom to describe the village as "a theme park of horror".[25] Further, in contrast to past Resident Evil games that generally have been linear progressions, the team created a more open world-style village, with optional and secret areas to explore, designed to reward the player for exploration. The game's main story remained in a pre-set order that the team felt best for how the player should experience it.[25] He shared that compared to the claustrophobic feeling of the Baker mansion in RE7, the horror in the game came from the uncertainty on what lurks in the "openness" of the village, while easing the "tension curve" compared to the previous game through quiet moments such as save points in the game.[27] Sato also stated that the village's snowy weather was inspired by the team's trip to Europe for research for the game, where they were met by an "unseasonable cold snap, the scenery was covered in snow. This inspired us to implement snowscapes into our game. We use snow not just for visual presentation, but as gameplay elements as well.”[17][25] While it is recognized by Capcom as the eighth main game in the series, and its logo stylized to include the Roman numeral "VIII" for 8, the producers stylized the title to emphasise on the "village" aspect rather than the "8". In a Famitsu interview, producers Kanda and Peter Fabiano said that they considered the village a character, and wanted to reflect that in the stylization of the title so that players would remember it.[24][28] Development on the game was hampered by the COVID-19 pandemic in Japan, at one point bringing the development process to a halt for a month.[29]

"You'll find that many of the enemies that appear in Resident Evil Village are inspired by many figures you might find in classic or gothic horror. However, in order for them to make sense in the Resident Evil universe, it was imperative that the daughters be "living beings". No matter how supernatural something may appear, there's always some kind of scientific explanation as to why things are happening. This approach isn't just specific to Resident Evil Village, but the franchise as a whole, and was something we were sure to address. When we were constructing the narrative and the full scope of the game, it was an aspect that we were very conscious of."

—Morimasa Sato, Resident Evil Village: Meet Lady Dimitrescu's three daughters.[30]

Like RE7, Village was developed with the RE Engine.[24] According to art director Tomonori Takano, the developmental team drew inspiration from Resident Evil 4 as they wanted to have memorable characters populating the titular village in the game.[31] Takano said the developers wanted to continue the same approach that started with Resident Evil 7 in that they wanted to move away from simply using elements like zombies to scare players but created unique situations and characters that would create fear in new ways.[32] Capcom had considered populating the game's castle and village with hundreds of witches but found this difficult to conceptualize into a video game. The team decided to switch directions from witches to vampires for Lady Dimitrescu and her daughters, albeit avoiding stereotypical tropes of vampires in popular culture.[31][32] Castle Dimitrescu was also inspired by Peleș Castle in Romania.[33]

The other three Houses in the villages drew from other classic gothic horror themes of werewolves, mermen, and ghosts for Heisenberg, Moreau, and Beneviento, respectively.[21] Karl Heisenberg is characterized as an engineer with an extravagant dress sense inspired by men's fashion from the 1960s; his base of operations is not covered in snow unlike the other lords', likely due to the lower altitude of its location.[21] Salvatore Moreau was conceived as "the most repulsive character on Earth"; his domain was originally inspired by a frozen lake the team sighted during a research trip in Eastern Europe.[21] House Beneviento furthered some of the ideas that the team had used in Resident Evil 7, with Sato noting that the fully veiled Donna Beneviento and her puppet Angie are considered to be the scariest of the four lords by his American colleagues, even though the team approached Angie's design with an instant impact in mind rather than being purely frightening.[21] For major antagonist Mother Miranda, Takano stated that crows were the primary motif of her design, noting them being symbolic in the game's village, as well as functioning as an overarching design theme for the game.[17]

The Lycans' werewolf-like design was developed with the game's gothic horror setting in mind, with Sato explaining, "[They] very much spawned from the fact that we wanted to create an enemy that represented the village...We designed it very much where this is kind of the twisted outcome of a human being where we draw a lot of inspiration from werewolves, being able to tap into that gothic horror visual."[3]

Chris Redfield, a prominent protagonist in several Resident Evil entries since the first game, appears as a major supporting character in Village; however, he is instead shown as more nefarious in the game's trailers due to killing Mia and kidnapping Rosemary, which surprised longtime fans.[34] Kanda described Chris's appearance in the game as "a much darker, more sinister role," in contrast to his previous heroic portrayal in the series.[35] Chris' actions serve as a major mystery to the game, which Capcom felt was an opportunity to showcase the character's progression to fans who were already familiar with him.[34] Chris eventually becomes playable towards the end of Village, where the game briefly transitions from survival horror gameplay into a more action-heavy segment due to Chris' veteran experience in fighting bioweapons, which Andy Kelly of PC Gamer saw as a "cathartic moment for players who have been carefully conserving ammunition up until that point."[36][37]

At the E3 2021 convention, Capcom announced that downloadable content for the game is in development.[38]

Release and promotion[]

Lady Dimitrescu, a character who rose in popularity prior to the game's release, was featured extensively in promotional material and merchandise prior to the game's launch.[39][40] To promote the game, Capcom announced that a special lottery event would be held to give away a free Resident Evil Village acrylic jigsaw puzzle which could be entered by tweeting the hashtag #VILLAGE予約.[41] On March 3, AMD announced that the PC version would feature ray tracing and AMD FidelityFX.[42] Resident Evil Village was the featured cover game in the April 2021 issue of Game Informer.[43] On April 30, 2021, a puppet show featuring the four lords was released on YouTube, with each puppet claiming that they are not scary.[44] On May 11, 2021, Capcom released a video that showed a behind-the-scenes on their YouTube channel on working on the game's theme song, "Village of Shadows".[45]

Maiden, the first of two demos,[46] was released exclusively for the PlayStation 5 on January 21, 2021.[47] For PS4 and PS5 users, an early access demo Village was released on April 15, 2021. It allowed players 30 minutes to explore the village and was playable only once and live for 8 hours. The Castle demo was released for PlayStation early access users on April 24, 2021.[48] It allowed players to explore the castle for 30 minutes, it was also playable once and live for 8 hours. A multi-platform demo released on May 1, 2021, for all platforms. It allowed players to explore both the Village and Castle for 60 minutes and it was live for a 7-day period.

Village was released for Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S and Stadia on May 7, 2021.[49] In celebration of the release, Capcom commissioned a large chalk artwork of a Lycan creature to be drawn on a hillside at Somerset. The artwork was 58 meters high and over 100 meters long.[50] In Japan, the game was released in two versions to comply with local regulations, a CERO Z version that is legally restricted to ages 18 and up, and a CERO D version with less violence that is available to ages 17 and up with no legal restrictions. Both versions contain less violence than the international releases.[51]

Reception[]

Resident Evil Village received "generally favorable" reviews, according to review aggregator Metacritic.[52][54][55]

Several critics noted the more action-centered gameplay in comparison to Resident Evil 7 and compared the switch in direction to that of Resident Evil 4. Phil Hornshaw of GameSpot wrote that while he felt Resident Evil 7 leaned towards the "dark and creepy haunted house" setting akin to Resident Evil, Village took cues from the "faster, panickier" Resident Evil 4.[58] IGN's Tristan Ogilvie saw the game as successfully taking the best elements of the action from Resident Evil 4 and combining it with the modern design from Resident Evil 7.[60] Hornshaw praised the new direction taken by the game, feeling its notable departure from Resident Evil 7 was what made it work as a sequel and opined that the game provided an excellent balance of action and scares.[58] Conversely, Leon Hurley of GameRadar was critical of the new approach, calling it a shame that the title was "one of the 'not a horror game' Resident Evils" and concluded that whilst the game was fun, it had undone the work of Resident Evil 7 in redefining the series.[59] Later sections of the game were compared, positively and negatively, to the first-person shooter series Call of Duty for its heavy action. Ogilvie praised the final chapters for their "chaotic levels of carnage" that reminded him of a run-and-gun Call of Duty campaign,[60] whereas both Hornshaw and Hurley criticised the game for being too action heavy towards the end, negatively comparing it to Call of Duty[59] and "the worst action-heavy portions" of Resident Evil 6.[58]

Critics praised the variety of gameplay throughout each section of the game. Hornshaw commended the diversity of horror ideas, finding it impressive how skilfully the game switched from one to another, and called each area "fun, intense, and, naturally, frightening in its own way."[58] Hurley lauded the sections in the first half of the game as "full of atmosphere and intrigue as you explore". He gave particular praise to the second area visited for being "one of the best horror moments I've played in a long time", but thought that the latter half of the game felt average which was only made more glaring by the game's greater parts. Despite this, he opined that the shifting of ideas throughout the game created excitement for what was coming next.[59] Ogilvie noted the changes in gameplay for each section, with one catered towards stealth, while another leaned towards psychological horror over combat. He also praised the increased variety of enemies compared to Resident Evil 7, saying that it added "depth and decision making" to crafting, forcing the player to decide which items would have the most effect on certain enemies.[60] The more open-world style of exploration was also well received by critics. Hurley wrote that Resident Evil Village was the first time the series had experimented with open-world, and that a lot of his time was spent exploring and retreading areas with new skills and discovering new surprises.[59] Ogilvie concurred, writing that exploring the village itself as the game's central aspect helped distinguish it from previous installments. He felt exploration was rewarding from unlocking new paths and secrets, further augmented by the inclusion of a merchant character which motivates the player to explore in search of items to trade.[60]

Common weaknesses of the game were considered to be its boss fights and puzzles. Hurley thought that the quality of the puzzles was "consistently low", in particular criticizing an example in which a map is given to find a locked door that the player passes previously in the game, and another that had the solution next to it.[59] Ogilvie similarly criticised the puzzles, saying that the solutions were either "exceedingly straightforward" or spoiled by instructional notes left nearby.[60] Hornshaw noted the movement system was unchanged from Resident Evil 7 and as a result felt "a little slow and clunky"; they opined it was better suited when surrounded by enemies rather than during boss battles.[58] Hurley similarly thought that boss fights did not feel designed for first-person combat because of the slower movement, and that dodging attacks in large open spaces meant the player was often forced to move the boss out of their field of view.[59] Ogilvie found that many of the battles fell "surprisingly short" and amounted to little more than dodging and shooting an enemy's weak points, noting that he would have preferred them to be more engaging and "epic-sized".[60] The game's narrative also faced mild criticism, with Hornshaw writing that it wasn't one of the best Resident Evil stories and was disappointed it did not resolve all of the plot threads from Resident Evil 7 or sufficiently tie the games into the series at large.[58] Hurley also opined that the pacing of the story was "inconsistent" and that due to how much time the player spent exploring, key story sections could either feel "weirdly short, or artificially extended."[59] On the other hand, Ogilvie praised the story as "a compelling mystery" that engaged him throughout his entire playthrough."[60]

The Windows version of the game was noted to suffer from performance issues, particularly during intense combat sequences. Richard Leadbetter of Digital Foundry noted the "tremendously high frame times" and "extraordinary" stuttering, especially during encounters with the maidens and other enemies with certain animations. Leadbetter attributed this to a combination of Denuvo along with Capcom's own anti-tamper software. In July 2021, a pirated version of the game by an independent cracker was released, effectively stripping away the Denuvo and Capcom digital rights management (DRM) software.[64] Leadbetter tested this version against the original release and was able to confirm that the crack improved upon the game's performance, stating that "By stripping out what the hackers call Capcom's entry points for the DRM… the game is absolutely transformed in those areas." A similar issue where Capcom had added additional DRM atop Denuvo had affected Devil May Cry 5 for Windows, and after Capcom's official update that removed Denuvo and its DRM, Devil May Cry 5's performance was improved.[65] Capcom released an official patch to the game later that same July, that among other changes, altered how the game utilized Denuvo as to improve performance.[66] Leadbetter affirmed this patch improved the game's performance, running equivalent to the pirated version.[67]

The arcade mode "The Mercenaries", which is unlocked on completion of the main game, was praised by Hornshaw for "demonstrat[ing] how tight the combat in Village can be" and for being fun in its own right.[58] Ogilvie also praised the mode as "addictive" and "the most valuable bonus to unlock".[60]

Sales[]

Resident Evil Village shipped over three million copies in its first four days of release, becoming the third fastest-selling title in the Resident Evil series, tied with 2019's Resident Evil 2. At the same time, Capcom announced the series had sold a total of 100 million units since its debut in 1996.[68] From May 3 to May 9, 2021, Famitsu rated the PlayStation 4 version at first place in the Japanese gaming charts, selling 111,171 copies in a week. The PlayStation 5 version sold 38,713 copies, reaching fourth place in the charts.[69] Resident Evil Village was also the best-selling game across the US and the UK during the month of May 2021.[70][71]

As of June 30, 2021, the game had sold over 4.5 million copies worldwide.[72]

Alleged plagiarism[]

Shortly after release, film director Richard Raaphorst accused Capcom of plagiarism, citing close similarities between a monster that was featured in his film Frankenstein's Army and the 'Sturm' boss creature in Resident Evil Village.[73][74][75]

Notes[]

  1. ^ Stylized as VII.I.AGE Resident Evil. Known in Japan as Biohazard Village (Japanese: バイオハザード ヴィレッジ, Hepburn: Baiohazādo Virejji).
  2. ^ "Dimitrescu" is pronounced as "Dimitreesk", with the final "u" silent, according to What's Good Games's Brittney Brombacher as directed to her by Capcom.[18]

References[]

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