So one of the reasons I keep doing these reviews is to keep track of how I feel about a game now vs how I felt while I was playing it. I’ve noticed that my opinions on games tend to wander away from what I originally believed over time, owing to the relaxation of my limited information diet on games once I’ve finished them and written the review. For example, I wasn’t very enthusiastic about the new Resident Evil, assuming that it would be a grind like the last Resident Evil 3 remake. However, looking back at my review, I had no such feelings at the time, stating that while I didn’t enjoy this installment, I was still looking forward to the series’ future. While Resident Evil Village doesn’t deviate too much from its immediate predecessor in terms of concept, it’s enough to make me desire more from the franchise to the point that I considered completing another playthrough or two.
You, Ethan Winters, and your wife Mia are enjoying a happy life in Europe with your first child Rose, three years after the events of the first Resident Evil Village. You were sent there under the protection of the Umbrella Corporation, with Chris Redfield, your rescuer from the last game, assuring that you were well prepared should something unexpected occur.
After many years of calm, Chris Redfield and his men knock through your front door and attack your house, murdering Mia in front of your eyes and stealing Rose. You’re forced into the back of a vehicle without explanation and hauled away, only for the van to smash outside an old village before it could reach. This is the start of your quest to reclaim Rose and, perhaps, revenge Mia’s death.
I had great hopes for how the RE Engine would appear with the power of a new setup and ultrawide display, but it didn’t quite live up to my expectations. It’s apparent that this is a cross-gen title with some elements kept back to guarantee that previous generation platforms can keep up, most notably a lack of realism with some items (like hair) and some texturing work.
Still, I think this type of half-step behind visuals is something the series is known for at this time, and it honestly appears to be an artistic decision. Indeed, with this title choosing for a more open world type game (in both gameplay and visuals), it makes it logical to tone down the graphics a notch or two to guarantee that more people can enjoy it. However, I can’t say I’m not unhappy that I haven’t been able to extend my rig’s legs to their maximum potential yet.