How Resident Evil’s Horror Could Survive
Capcom has been going in new directions with Resident Evil for a while now with mixed results. After being one of the most well known series in the survival horror genre with Resident Evil 1-3 and Code Veronica, Resident Evil was always an anticipated release when a new installment was announced. The Resident Evil REmake and Resident Evil 0 were well received on GameCube and a Resident Evil 2 REmake is one of the most fan requested games out there.
But with Resident Evil 4, Capcom switched to over the shoulder gameplay rather than the old clunky “tank control” scheme, yet 4 was still highly praised despite getting away from Umbrella Corporation’s T-Virus. That warm reception wasn’t waiting for Resident Evil 5, which followed Chris Redfield and his new partner Shiva in Africa where the T-Virus’s origins were first discovered and Umbrella as fans came to know it was born (which las plagas from Resident Evil 4 still factored in). Resident Evil 5 split fans as the game seemed to get further away from its survival horror roots and go more towards an action game. Resident Evil 6 had fans hopeful with the apparent return to a city devastated by a new outbreak similar to Raccoon City, but while the game started with more familiar elements of survival horror, it started showing signs of action. When the game picks up with Chris Redfield, it’s more of that action game style with giants stomping through cities and battles of 2 men against tanks. The final chapter takes it even further with motorcyles outrunning tanks and jumping over helicopters and a plane crashing into a city before a fresh outbreak of a new virus.
Resident Evil has been going bigger and bigger like a Hollywood action film. Explosions are more frequent than tense jump scares as Capcom has sought to pursue a more broad audience. Left in its wake are the faithful fans who still long for survival horror like Resident Evil was built upon.
Resident Evil Revelations 2 is supposed to be a return to survival horror while still using the over the shoulder model and hopefully Capcom gets it right. We’ll see how that pans out in February 2015, but in the meantime, here are a few things that I think Capcom should do with the series to get it back on track.
1. Start over but continue forward
Fans are familiar with the established characters of Resident Evil. Chris Redfield, Jill Valentine, Rebecca Chambers, Leon Kennedy, Claire Redfield, and Albert Whesker are the familiar faces the series follows, but that may also be detrimental at this point as well. These characters are likewise familiar with these events. While they tried to give Chris some PTSD elements, he’s overall able to push through and Leon has become so hardened to bioweapons he’s pretty much a specialist specifically for such operations.
For that reason, I think it’s time to get away from bioweapons being common and time for the old cast to step aside for new characters. For Resident Evil 7, I would set the game about 5-10 years after Resident Evil 6. After the incident in China, almost all nations around the globe unified to outlaw the research on bioweapons and aggressively hunted down any cells still continuing work from the days of Umbrella (and Neo-Umbrella was just a ridiculous name). Essentially start the game in a world where the events of Resident Evil 1-6 are a dark mark in human history but no indication of such things have been seen for years now.
Set the game anywhere you like, though I would likely pick a more remote country – perhaps somewhere in South America. Perhaps an Interpol task force or a drug taskforce infiltrate a compound on information of a major drug production operation. During the infiltration, something goes wrong and only a handful make it into the facility (yes, mirroring the set up of the original Resident Evil). As they begin to investigate the facility, they find out a group has been doing research from the ground up based off Umbrella’s T-Virus and have successfully recreated it. Thus we are thrown back into a game where the protagonist is just as terrified as the player is when creatures start coming at them rather than cool and collected and the player is dealing with claustrophobic corridors, zombie workers, undead dogs, spiders, rats, or whatever creatures you like, and a few mutants as well. Perhaps you can even bring back a new version of Tyrant if you really wanted.
The key point is to get back to basics of the plot and have this scenario be completely new to the characters in the story so they have reason to be terrified. Sure, people would have still heard of these things, but even 5 years after the China incident, a 25 year old operative would have been in college and possibly less than concerned with such events. It yields itself for fear from the characters and if done well, that fear will be passed on to the player as the new research can be completely unknown and with enough variations the game can keep players unsure of what to expect.
2. Over the shoulder, under pressure
The over the shoulder perspective worked well in Resident Evil 4 and has worked well ever since on its own. Slow moving zombies are easy to get headshots on when you’re able to aim reliably. But 6 headshots only kills 6 zombies if there’s a dozen shambling towards you and your 6 shooter is slow to reload or worse, you only have 20 bullets to your name and have no clue what’s in the next hallway.
That’s a bit key to survival horror in my opinion. Limited resources and inventory management. In a game like Resident Evil 4-6 where you’re moving forward, I understand the need to suspend disbelief and have magical storage units that hold items, but having a dozen guns on your person is a bit much. Bring back the limited inventory and the storage chests with their own limited inventory. If the facility we’re in is designed so it makes sense, don’t even have the storage units share inventory and make players have to go back to retrieve what they stashed.
That sense of “did I bring the right weapon and do I have enough ammo” helps build tension as you open one more door or go down one more dark set of stairs. In Resident Evil 6, having “enough” ammo was okay because you’d be able to blast through the zombies or monsters and collect more ammo from their body to keep blasting away. In the old Resident Evil games, realizing you were at max capacity on two weapons and just found three more boxes of bullets actually instilled a bit of fear because “Why are they giving me this much ammo? Oh no, what’s about to come after me?!”
3. Bruce Lee doesn’t train zombie defense
This one is a problem we brought upon ourselves. In the old tank control Resident Evil games, we were always grumbly about having to wildly swing a knife when we were low on ammo. Why couldn’t we side kick a zombie in the chest? Why couldn’t we have any form of hand to hand combat?
Well, we eventually got it and it honestly made the games trivial enough that survival wasn’t a big deal. Even without the abundance of zombies dropping ammo, you could conserve a lot by taking two shots and then giving a round house to splatter a zombies head, or deliver a running bulldog worthy of Rick Steiner from WWE. If you can take out monsters without guns, why worry?
Having this be a new recruit on the team would make the idea of going hand to hand against creatures willing to bite your face off a bit outlandish. And if they’ve only gone through basic hand to hand, they aren’t in a position to reliably fight off these creatures anyway, giving a reasonable excuse for removing the feature and putting us back to relying on our ever diminished ammunition and somewhat unreliable knife, or maybe a collapsible baton this time. Just cuz…
4. We can still acknowledge our favorite characters
Just because a new character is green behind the ears and about ready to soil himself over this horror he’s stumbled into doesn’t mean we can’t give him some reassurance now and then. After managing to find a radio, you could get word out reporting what you’ve found. Later on, your next opportunity to try and make radio contact could be none other than Leon Kennedy, Jill Valentine, or any other of the familiar characters. While not on site with you, they could offer some insight and advice to the new character, encouraging him to keep it together and make it through this alive while they marshal resources to get there.
5. And don’t go straight into the same problem again
At the end of the game, why not have the problem unresolved and even escalating? Why not have the protagonist stop the researchers at the facility in this game only to radio into HQ at the end to tell them he’s found there are other facilities set up and something worse. Our final scene could show that the virus has already somehow been spread to contaminate a nearby city.
And that easily sets you up to go right into Resident Evil 8 with an outbreak in a city just like Resident Evil 2. And again like Resident Evil 2, why not go even worse than Leon’s predicament? Why not have a protagonist that isn’t part of any organization or organized force? Perhaps a retired police officer, or even just a random citizen trying to survive this. You could have your new character from the previous game arrive and split the game between the two like the old games used to at times and you could again have our established characters remotely involved or arrive late. For that matter, I’d have them running clean up and just a few steps behind to contain the situation before it gets out of hand so all their specialized skills and knowledge aren’t enough to prevent the horror from breaking out again.
I’d even consider it worth thinking about having each game take place with a new character who may come into contact with familiar characters, and only rarely have the game mostly focus on familiar characters arriving to work in a new location.
Conclusion:
I’ll admit some of this might come across as just re-visiting Resident Evil 1 and 2 with new characters and a new location, but I think that’s almost what Capcom should do at this point. By going forward without a reboot, it lets fans of the series continue on while also introducing those old games’ style of survival horror elements to a generation that never played the old games. A generation of gamers never played the Playstation entries and likely have no interest in doing so, which would make this a new experience for them while nostalgia would likely make these worthwhile, yet still different enough, to be interesting for old players.