THE FOLLOWING REVIEW CONTAINS SPOILERS FOR RESIDENT EVIL VILLAGE.
YOU’VE BEEN WARNED!

It has been five years since the release of Resident Evil 7: Biohazard – a masterpiece of horror that combined tight writing with visceral gameplay. Its sequel, Resident Evil Village, takes that foundation to an entirely new level. We find our hero, Ethan Winters, living a quiet life with his wife, Mia, and their newborn daughter, Rosemary. However, things take a catastrophic turn when – WAIT! To find out what happens next, you’ll have to stick around for the full review.

Let’s begin this review by talking about the game’s interface. The game’s interface feels familiar, maintaining the sleek DNA of Resident Evil 7, but with several meaningful refinements. The most significant addition is The Duke’s Emporium. This mysterious merchant serves as your one-stop shop for supplies, new firearms, and weapon modifications.

You can also sell found treasures for Lei – the game’s primary currency – which is dropped by fallen enemies or discovered in the environment. Furthermore, the “Duke’s Kitchen” allows you to trade in ingredients to permanently upgrade Ethan’s stats, adding a light RPG layer to the survival horror experience.

So, the game is set three years after the harrowing events in Dulvey, Louisiana, Ethan has been relocated to a remote corner of Europe by Chris Redfield. His peaceful life with Mia and six-month-old Rosemary is shattered when Chris suddenly reappears, guns down Mia in cold blood, and abducts Ethan and the baby. Ethan eventually awakens alone in the snow, surrounded by the wreckage of a crashed transport truck, and stumbles into a village shrouded in mist and terror.

Capcom has masterfully evolved the game’s atmosphere, distinguishing it from the claustrophobic corridors of its predecessor. While RE7 felt like a desperate struggle for survival, Village feels like an epic journey. Ethan himself has grown; he is no longer just a victim of circumstance but a focused, determined father. Driven by the singular goal of rescuing Rosemary, his character feels more capable and eager to end this nightmare once and for all. The setting is hauntingly beautiful, proving that Capcom can still reinvent the franchise while keeping its heart pounding.

The early sections of the game involve exploring Castle Dimitrescu while being relentlessly hunted by Lady Dimitrescu’s three daughters, who stalk and attack you until you eventually manage to take them down. On top of that, Lady Dimitrescu herself chases you throughout the castle, from the ground floor all the way up to the rooftop, much like Mr. X and Nemesis in earlier Resident Evil titles.

Other locations in the game include Castle Beneviento and the Reservoir controlled by Moreau. While both locations have their moments, Castle Beneviento stands out for its eerie atmosphere and the horrifying giant baby, which is roughly comparable in size to a Mercedes-Benz EQS SUV. In contrast, the Moreau swamp feels somewhat dull, largely because the boss fight is not particularly challenging.

However, the boss that fascinates me the most is Heisenberg. His factory is completely different from the rest of the game – terrifying, intense, and thrilling all at once. I have mixed feelings about the boss fight itself: the opening phase feels a bit dull, but the final section is far more engaging, with you being sucked into the air, climbing into a tank, and unleashing heavy firepower on the mechanical bio-weapon monstrosity. Once all four bosses are defeated, you receive a flask containing the preserved body parts of Ethan’s six-month-old daughter.

Despite the central village acting as a hub, the actual gameplay loop is quite restrictive. Once you finish a major section, such as House Beneviento or the Reservoir, those areas are largely “one-and-done.” This linear design prevents the kind of deep, backtracking-heavy exploration that makes the Spencer Mansion or the RPD Station feel like living, breathing characters.

Resident Evil Village

This lack of interconnected-ness makes the game feel like a series of disconnected “theme park” attractions rather than a cohesive world, limiting the player’s agency in how they choose to navigate the map. Even if you missed the collectibles, you couldn’t go back.

Instead you’ll have to start the whole game again or pray that the save file lands you closer to the missed collectible. An option should’ve been available like in RE2 where you can go back to Raccoon Police Station, Sewers, the Underground or the Parking basement to get those missing collectibles.

Combat for Village feels hexed compared to the RE7. One thing I’ve realized while playing Village is that you really can’t afford to be picky with your loadout. Because ammo is so hard to come by, I’ve found myself forced to rotate through almost every weapon I own, even the ones that aren’t exactly my favorites.

I’ve spent a ridiculous amount of time playing “inventory Tetris” to make everything fit – seriously, buy those suitcase upgrades from the Duke the second you see them – but it’s a necessary evil when you’re constantly being cornered. Even though the game technically lets you try to run past enemies, those tight castle hallways and cramped village streets make it feel like fighting your way out is usually the only realistic option.

Resident Evil Village - Chris Redfield

But what I find more annoying with the game abandons environmental tension in favor of a linear, arcade-style shooter experience that feels more like Call of Duty than Resident Evil. Yes, I’m talking about Chris Redfield section. While there are loads of zombies, they’re far too easy to kill, which weakens the survival-horror atmosphere it’s supposed to deliver.

The ending of Resident Evil Village is both shocking and deeply emotional. Mother Miranda is revealed as the mastermind behind the village’s horrors, having experimented on its people for decades in a failed attempt to resurrect her dead daughter, Eva through the Megamycete. Rosemary turns out to be the first truly compatible host, which is why Miranda kidnapped her and impersonated Mia.

After Miranda seemingly kills Ethan, the story drops its biggest twist: Ethan actually died back in Resident Evil 7 when Jack Baker attacked him, and his body was unknowingly rebuilt by the mold, making him a rare human hybrid who kept his memories and humanity. Mia later explains that Ethan may still be alive because of this “special” nature.

Resident Evil Village - Mia Winters

Ethan regains consciousness after encountering Eveline within the Megamycete’s hive mind and pushes his failing body for one final battle. He defeats Miranda and saves Rose, but chooses to stay behind to detonate the bomb planted on the Megamycete, sacrificing himself while Chris evacuates Mia and Rosemary to safety. It is a tragic yet heroic conclusion that redefines Ethan’s entire journey and leaves a lasting impact on the series.

When it comes to performance, I played the game on both PlayStation 4 and PlayStation 5. It runs exceptionally well on the PlayStation 5 at 60 frames per second, but I did experience noticeable frame drops on the PS4. At one point the slowdown was so severe that the game even crashed, with the console clearly struggling under the load. I spent around 20-30 hours in the game doing speed runs, going for 100% completion, and tackling the higher difficulty modes.

Resident Evil Village is one of Capcom’s strongest modern entries, delivering a haunting, emotionally driven story wrapped in breathtaking environments. From the gothic halls of Castle Dimitrescu to the sheer terror of House Beneviento and the industrial madness of Heisenberg’s factory, every location feels distinct and expertly crafted. Ethan’s journey reaches a powerful and tragic conclusion, while the Duke’s upgrades, varied arsenal, and constant resource pressure keep the gameplay tense and rewarding throughout.

Its linear structure and the action-heavy Chris section weakens the survival-horror tone, and last-gen performance can stumble at times, but these are minor flaws in an otherwise outstanding experience. Village confidently expands the series’ scope while staying true to its horror roots, making it a visually striking, narratively bold, and unforgettable chapter in Resident Evil history.


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