Resident Evil Village comes up a couple of years after the incident of Resident Evil 7: Biohazard. It features a short film initially, summing up the misadventures of a protagonist called Ethan Winters. Ethan was from Louisiana, where he happens to save his spouse, Mia, from family-driven insanity.
This insanity stems from a bioengineered mold, and it changes people into flesh-nibbling maniacs. At the beginning of the village, we see Mia reading a dark fairy tale about a lost young lady who takes gifts from people, and loudly so.
You’ll fall in love with its initial graphic, and you can only compare it to something by Tim Burton. It foretells many of the game’s happenings. It tactfully sets the stage to introduce us to Winters’ six-month-old child, Rose.
Unfortunately, one day, the paramilitary attack Winters’ hiding, ending his adventure. They shoot Mia in front of him, violently drag him into the back of a van, and abduct his child. On the way to its destination, for grounds are more vivid now, the van gets ambushed, the soldiers are butchered, and Rose gets abducted again.
After staggering clear from the overturned van, Ethan lumbered over snow in the dark and, in the end, finds himself on a hilltop facing a village that is positioned at the foot of an enormous distant castle. The transformation from the low visibility of the woods to the hilltop view is but one of the multiple examples where the art of direction commands attention. It is tough to dismiss the game’s excellent visual pull.
In the village, Ethan locates a couple of survivors trembling in fear over an invasion of wolfmen and zombies. Ethan eventually finds out that his daughter has been taken by Mother Mirinda, a lady of infinite power, who uses the village as a testing ground for her twisted desires. Those who nurture an attentiveness to Resident Evil may find it fascinating to see how Miranda’s legacy joins the umbrella corporations.
Seeking to save his daughter, Ethan moves to an ornate gothic castle, a tiny private residence that takes the measurements of one huge escape room. The initial three-quarters of the gameplay is out as an excellent survival horror in which ammo is scant. The final part of the game is more direct action mechs, groups of enemies, and a batch of ammo. Even though I fancy the speed changes, the last two fights feel like they could efficiently have been utilized in a different game.
Enough care went into how players move through the game. The surrounding reduces or increases in a way that keeps things from becoming old. The puzzles are so unique that I found myself constantly elated by their intelligently hidden solutions.