After 20 years, the franchise abandoned its third-person
perspective in favor of a first-person one. This was ostensibly to further
player immersion2. In addition, Resident Evil VII: Biohazard
was told largely from the viewpoint of newcomer Ethan Winters who was a significant
departure from previous Resident Evil protagonists.
In fact, every single main Resident Evil game has featured at
least one standout playable character that is a fan favorite. Ethan is…
nothing. He has no personality or past. He has no opinion on the events
surrounding him aside from the occasional variant of, “That’s fucked up!” He is
simply a pair of hands that hold the various weapons and puzzle items. Chris,
Jill, Clair, and Leon have infinitely more interesting personalities and characters
that allowed them to endure for decades. Even those that are not fans of
Resident Evil know who Leon S. Kennedy and Jill Valentine are.
Ethan is a failure to live up to the franchise’s past in
more ways than his story and personality, however. He is severely lacking in
ability to deal with his surroundings. This is used as an explanation for the
scaling back of events in RE7 as the stars of previous installments
would handle this conflict fairly easily. This in turn is meant to facilitate a
return to series’ horrific genesis.
Unfortunately, the creators of RE7 use the runtime of
the game to display a fundamental misunderstanding of said origin and what made
those early games exceptional. Early RE games are largely frightening because
the characters (and thus players) could at any moment run into a foe they may
be too strapped for resources to contend with. This meant players had to be accurate
with their gunshots. They had to know when to run away from or by a zombie. The
tension created by having a lack of resources is the central conflict, not
whatever Albert Wesker or Ramon Saddler are plotting.
RE7 instead opts for something more akin to Outlast
or Alien: Isolation. It is built around a feeling of powerlessness3.
But it does so in the worst possible ways. The overly long opening sequence does
not give Ethan a weapon until just before the first boss encounter. It then
immediately takes said weapon away from him so that there can be assurances
Ethan does not immediately shoot the Scary HicksTM and kill them or
get himself killed.
This is a type of situation the game is constantly forcing
the player into. Instead of allowing the player’s own mismanagement to lead to
that fear that they may be underequipped, it ensures they are, removing player
agency. Of course, players never have to fear they are underequipped in RE7.
There are always more than enough green herbs, bags of chemicals, and boxes of
ammo strewn about. This allows Ethan to become a one-man army. At the conclusion
of my first Resident Evil 7 playthrough, I had hundreds of unused
bullets. That is not a problem in Resident Evil 4, a game designed
around that premise, but it is in this one where the central conflict requires
the player feel hopeless.
About halfway through the game, Ethan has become too
powerful and the game does not know how to handle it. So, it takes everything
away from the player. Starting over as Ethan’s missing wife, the player spends an
unbelievably drawn-out sequence looking for their former host. Like her husband,
Mia spends the early areas unarmed. It is a hard reset. Unfortunately, this is
when the game begins to lean heavily into its supernatural4 aspects.
And the incredibly tired Creepy Little Girl trope. That needs to be retired. It
is neither scary nor effective at setting a mood. The game simply wanted to
have a scary little girl instead of something more monstrous.
Something strange occurs hallway through the Mia section
though. Resident Evil VII: Biohazard becomes an action game. The game
gives up on its premise. Mia amasses a (significantly smaller) arsenal, blows
her way though the abandoned ship, and finds Ethan. Player control returns to Ethan
and he blasts his way through the final area and boss of the game, a full 180-degree
turn from the entire game.
RE7 wanted to be a return to the series’ roots. It
somewhat accomplishes that by being set mostly in a mansion and the surrounding
estate. Like many of the more subdued games, it becomes more action oriented
towards the end. Unlike those, this game constantly removes any tension but
letting the player know nothing is a threat unless the game is actively handicapping
them.
What this means for the franchise moving forward is unclear.
The subsequent remakes of Resident Evil 2 and Resident Evil 3: Nemesis
took the series in an entirely differently direction. Like RE7 believes
itself to be in the vein of the original game, Resident Evil Village
appears to be emulating the fourth game and continuing Ethan Winters’ story. From
the setting to the inventory system to the merchant. That is yet another
direction for the series that is unlike the three games preceding it.
There appears to be no one at Capcom with a solid grasp on
what Resident Evil should be going forward. Even Final Fantasy in its most
disoriented era had an idea of where to go next, but not how to get there. There
is no implication the same is true here. Every chapter is different, even if
they all use the same bolt cutter model and animation. Those in charge need to
find an answer or it will make more games (poorly) chasing the aesthetics of the
series’ history like RE7 instead of capturing that experimental spirit
that made it so successful.
1The game would eventually meet those
expectations eight years later. Better late than never.
2One day I will write about why this is a false assumption
and why third person is actually more immersive. Today is not that day.
3And jump scares, the most boring form of horror.
4It’s all explained away by some wild pseudo-science
that is quite a stretch, even for Resident Evil.
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