Battling a small pack of Lycans can be a tactical skirmish, and that’s actually fun unfortunately, as the game wears on, the volume of enemies it throws at you stops being intimidating and just becomes overwhelming - and not in a good, “survival horror” kind of way. The idea that “more is less” really is key to Resident Evil: Village’s best moments. It’s not massive, but it’s enough to keep replays feeling unique, allowing you to experiment with different load-outs and tactics. You can upgrade and customise Ethan’s arsenal of weapons, granted you have enough coin to fork over to The Duke, and those upgrades and customisations carry over between runs allowing you to continue progressing on repeats. Luckily, other areas of the Village experience benefit from new-game-plus runs. With a new-game-plus mode, Village is certainly a game made with replayability in mind so it’s not to say that the extra inventory won’t ever come in handy, but it certainly feels strange. Unfortunately, I spent most of my Resident Evil: Village experience with my inventory half empty, making those upgrades I purchased basically redundant. In 4 inventory management was a pseudo- Tetris mini game in which you could stockpile more resources through clever placement. Unlike in Resident Evil 4, though, I never found myself running out of space. While it starts off somewhat small, you’re able to unlock more space by purchasing upgrades from The Duke, Village’s equivalent of the famous Resident Evil 4 merchant. That said, there is more reason to critique the inventory’s size. Given it’s a decision made to support a more action oriented focus, it’s a welcome change within the context of Village. This somewhat flies in the face of Resident Evil’s survival horror roots, but it’s ultimately a matter of personal preference as to what kind of game you prefer. Not only does it carry the same attache case motif, but with key items being kept in a separate screen, they don’t fight for space amongst your arsenal and supplies. Enemies often soak up a fair chunk of bullets and shotgun shells are relatively rare, so while it may be more action-oriented, you’re constantly incentivised to make smart use of your ammunition and surroundings to get through each encounter somewhat unscathed.Ĭhanges such as being able to attack while guarding and kicking enemies back after a successful block give Ethan more leeway in tight situations, and Capcom has made some good alterations to Village ’s menu system: the game no longer continues in real time when you’re in the menus like it did in Resident Evil 7, and the developer has also redesigned the inventory, turning it into something strikingly similar to Resident Evil 4. The game quickly equips you with a full array of weapons consisting of your usual handgun, shotgun and rifle. This DNA is thoroughly evident in Resident Evil: Village. Where Resident Evil 4 stripped away the atmosphere that came from the original trilogy’s fixed camera and tight settings, it amped the tension up by creating a tactical shooting experience where creative gunplay was key. Village’s influencer, Resident Evil 4, was arguably one of these “not-a-horror-game” Resident Evil games, but that isn’t a flaw in and of itself. That being said, this isn’t anything new for Resident Evil. I’m not saying that Resident Evil: Village isn’t scale, but it certainly does become less psychologically frightful as it goes more and more over the top. While the game starts out with a tense trawl through a dark forest, it doesn’t take too long before the game’s more action-oriented focus becomes apparent - the protagonist, Ethan Winters, ends up in a wide-scale Lycan attack within the first few minutes of the game. In this sense, Resident Evil: Village could be thought of as the modern formula’s take on the widely successful Resident Evil 4. Resident Evil 7 was more or less Capcom’s response to this criticism, recapturing the essence of the original Resident Evil and reintroduced it in a modern style. Its larger focus on action and introduction of quick-time events eventually spun out of control, with Resident Evil 6 collecting mixed reviews at best. Resident Evil 4 brought sweeping changes to everything the franchise had been so far, yet garnered widespread critical praise. For a long time, Resident Evil has been somewhat of a divisive franchise.
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