After years of spectacle and reinvention, Capcom finally rediscovered what made Resident Evil tense in the first place.
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Fixed camera angles
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Doors. Rage-inducing typewriter mechanics. Doors. Dogs. More doors. Stop it. Don't open that door
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Elon Musk. Teamwork. Boulder punching. Explosions. More teamwork. More explosions
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Marriage. Family. Southern hospitality. Totally necessary backflips. Werewolves. X-Men. Vampires. Fatherhood
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Mommy? Resident Evil has reinvented itself more than almost any franchise in gaming
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And at one point, it nearly tore itself apart trying. But leading up to the release of 9
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something felt different. It felt confident. And well, the reviews are in. And it's pretty
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clear that confidence wasn't misplaced. So how did Resident Evil survive itself
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Early Resident Evil wasn't just your average zombie shoot-em-up. It was a sort of structured vulnerability that made you think
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And while it feels pretty dated today, the formula does still work
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Tight spaces, fixed, awkward camera angles, and frustrating controls end up being the perfect recipe for panic, even if that last part isn't intentional
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Yes, you have a gun and you aren't helpless, but your resources are limited
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and in a lot of cases you're better off just trying to get around enemies rather than shooting them
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And that panic is intensified further once you realize you haven't saved at a typewriter in
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who knows how long and if you get caught you could be sent back frustratingly far and lose a bunch of
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progress. The limited ammo means every shot is a decision. A locked door means hallways had to be
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memorized so that when you eventually found the key you knew where to backtrack. You had to learn
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the layout of this mansion over time. And puzzles. Solving puzzles was a part of this zombie horror
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game. But underneath all of this was this strange mix of dread and campiness. You had this frankly
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absurd bioweapons story delivered with complete sincerity, with voice acting that sounded straight
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up phoned in. Okay, let me handle this. But it was somehow both terrifying and charming. It did
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work. Resident Evil made you feel small, but capable. And that balance is what sort of formed
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its identity. Now, for the sake of time, we're skipping ahead here. There were obviously a ton
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of releases in between these games, but the game that really changed everything was Resident Evil
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4. And it didn't just change Resident Evil either. It changed gaming entirely. Without Resident Evil
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4, we don't get Dead Space. Maybe we don't get Gears of War. Even from more modern franchises
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like The Last of Us, the RE4 inspiration is there. The over-the-shoulder camera, precision aiming
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highly aggressive enemies, more enemies, Titan counter choreography, sick one-liners. In RE4 you were more powerful than ever but you were also tasked with surviving in a much more aggressive and overwhelming environment And RE4 worked because it controlled that power
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Resource scarcity still felt balanced. I never felt like I had too much ammo, but I also never felt like it was impossible and
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that I didn't have enough. Groups of even weaker enemies could still become overwhelming very quickly
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And some of the most memorable encounters for me were held in really tight spaces
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And the pacing was deliberate. I felt like I could handle it, but I was also constantly under pressure
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Although the whole damsel in distress trope with Ashley became absolutely mind-numbing
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for me. This was also the first game to introduce me to this level of replayability that to this
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This day makes me not want to put the game down, even after I've finished the main story
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You beat the game once and unlock a new, harder mode to play on
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You complete enough challenges during that first playthrough, you can buy upgrades or
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weapons with infinite ammo to help you get through said harder mode
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This invincible armor for Ashley so she stops making me rage quit
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Silly skins and emotes were available. It was just...fun. Resident Evil evolved and it worked
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But what came next was misunderstanding why the action worked. After RE4, the formula expanded
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Resident Evil 5 doubled down on co-op, which, to be fair, was a lot of fun
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I have a sort of soft spot for 5, and a confession
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Resident Evil 5 was actually my first Resident Evil game. I played it back when it came out, and then I played 6, so my first impression of Resident
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Evil was 5 and 6, which are two of the games in the series that fans criticize the most
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So to say that my perception was skewed is an understatement. This is what I thought Resident
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Evil was for so long. But I truly do miss the days in gaming when we would just sit down with
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a friend, in person or online, and play through a linear story together. I don't know, something
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about it was fun. The problem with co-op in Resident Evil is that it does relieve a large
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amount of that pressure knowing you have someone else to rely on. Granted, yes, you could play it
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solo with the AI companion, but that honestly just becomes more frustrating than scary because of how
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bad the AI is and how clearly this game was designed to be played with two people. I recently
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replayed RE5 with a friend and while yeah, it's goofy at times and the controls feel pretty clunky
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and dated, it's still a ton of fun. But looking back, you can clearly see the direction in which
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the series was heading. Bigger set pieces, louder, and far more action-driven. But somehow
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Resident Evil 6 went more explosive. More protagonists. Too many protagonists. More
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giant set pieces. More chaos. But this didn't feel like Resident Evil anymore. Isolation faded
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It felt more like a Call of Duty entry or something, while occasionally hopping onto
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like a dark ride at an amusement park. It was also clear that the story and lore were just becoming
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an afterthought You can see that shift starting to happen in 5 but at least there were still some notes to read and little lore drops scattered around the world and i know it resident evil we not talking like nolan level cinema here but picking up files
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and reading about new characters shady corporations or whatever fresh strain of virus was turning
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people into wacky waving inflatable arm flailing tube men that was part of the charm i genuinely
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love that stuff and on top of that the spatial tension flattened escalation became constant
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And when everything is intense, nothing is tense. There was just no pressure anymore
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And after Resident Evil 6's release, fans started looking elsewhere for that survival horror experience
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Where's everyone going? Bingo? Resident Evil 7. New protagonist, new tone, first person perspective, and I don't care what anyone says
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f***ing terrifying. I watched my buddy play it for the first time, and he said the exact same thing
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that I thought when I first played it, which was, I can't believe this is a Resident Evil game
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Clearly, the level design was heavily inspired by P.T., Hideo Kojima's demo for the now-cancelled
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Silent Hills. And the tone pulled straight from some of my favorite horror films
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The Texas Chainsaw Massacre, The Blair Witch Project, even Saw. So yeah, people were understandably
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skeptical about the shift to first person, and I know some people still don't like it
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but I loved it. It made everything feel more immersive and way, way scarier. Like
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not being able to see what was behind me and just hearing Jack's footsteps getting closer and closer
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was terrifying. And the deeper I got into the game, the more it started to settle in that
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yeah, this is a Resident Evil game. I'll admit it, I'm biased here. I loved it. Because yeah
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on the surface it looked like a radical reinvention but structurally it was restraint
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claustrophobic spaces slower pacing a new mansion type layout to explore new hallways to memorize
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new doors to unlock resource anxiety was restored fewer enemies and to be fair that last point did
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become a pretty valid criticism the enemy variety especially after a few hours of doming the same
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mold monsters was a little thing. But for me, the claustrophobic design and the bosses stalking you
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through those tight spaces still kept that pressure alive. And the pressure is part of what made it
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feel like Resident Evil again for me. In my opinion, RE7 didn't necessarily reinvent Resident Evil
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but it was more of like a reset and refocus. It removed a lot of that spectacle and reintroduced
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that feeling of vulnerability. And most importantly, it reignited my interest for what Capcom had
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coming next. After that reset, something interesting happened. Instead of jumping straight into a
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follow-up for Seven, we started seeing remakes. Resident Evil 2 remake brought back that structured
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tension but with more modern mechanics. And boy did it work. I honestly think this remake may have
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done more for the franchise than RE7 ever could have on its own. It brought in a wave of new
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players who never touched the originals while also pulling longtime fans right back in They somehow managed to stay faithful to the originals tone and structure while blending in the tighter combat philosophy that RE4 introduced All wrapped in modern mechanics and controls and presented in this gorgeous RE engine
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And this was the moment I started thinking, maybe Resident Evil actually found its identity again
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And ironically, all it took was going back to the beginning. A few years later, the Resident Evil 4 remake took that momentum and ran with it
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refining an already legendary game and tightening nearly every system without losing what made it
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special. But that raised a new question. What happens to the story RE7 started? What happens
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to that shift in perspective? Capcom had rebuilt the past, but now they had to move forward
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Enter Resident Evil Village. Resident Evil Village blended the horror of 7 with spectacle
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but in my opinion did a better job at keeping the pacing under control. And man, they just had fun
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with it. I know a lot of people didn't like it, but I personally had a blast. And although it
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wasn't as scary as 7, I will not let you tell me that this sh** wasn't scary because you know damn
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well it was. Even its later third-person option offered in the DLC didn't completely break the
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structure because the foundation was already pretty solid. This is something I think Resident
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Evil 4 Remake proved. That action could be terrifying again, if it was discipline. So
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once again Capcom is standing at a crossroads Ethan Winter's story is wrapped up so now what
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do they scrap the first person shift entirely and fall back on the remake formula do they double
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down on it or do they try some kind of combination and that brings us to now I'm not gonna get too
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much into nine here because like you may have heard others mention I think it's really best
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to go into this one blind. But I gotta say, they really stuck the landing with this one
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For a long time, every new Resident Evil felt like a reaction
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RE7 reacted to RE6, or more accurately, it reacted to the reaction to RE6
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The remakes reacted to nostalgia. Village experimented with tone and scale. But RE9 doesn't necessarily feel reactive
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It feels like they were listening, and it feels deliberate. By default, Leon's campaign plays in third person
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races plays in first. But here's the important part. You can switch between either perspective
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in the menu at any time. And to me, that's not really an identity crisis. They're saying the
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foundation of their game is strong enough to support both. It feels pretty confident. And
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that's kind of new. Resident Evil didn't survive because it stayed the same. It survived because
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it learned what never to lose. Resident Evil finally feels like it understands its own rhythm
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Not just how to scare you, not just how to empower you, but when to do each
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And for the first time in a long time, the franchise doesn't feel like it's recovering
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It feels more like it's building. But what about you? What do you think of Resident Evil 9
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Are you mad you didn't call out sick to play it on launch day like I am? Let us know in the comments
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And for more breakdowns like this one, be sure to give us a like and subscribe. It really helps us out
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And as always, thanks for watching, and we'll see you next time on How It Hits
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