Resident Evil Proves that Games Do Not Need Generative A.I.

It’s not often that a game gags me. Plenty wow me, excite me, tickle some part of my brain enough that I’m compelled to keep playing, but few have caused me to pause and think “Ah, so this is why an entire series was born.” So believe me when I say that Resident Evil has impressed more than expected as I’ve checked it out for the first time ever.
While there are several bits of the original Resident Evil (or, more accurately, the 2015 HD remaster of it that was on sale for $5 through PlayStation) that I want to write about, A) I have not finished it yet and am almost three decades late to this party, so there’s a high chance some of my observations have been said many times before, and B) there is currently one aspect that is screaming to be discussed above the rest, one that is only further accentuated by the march towards A.I. ubiquity that so many execs are working to normalize. That is this game’s overwhelming intent. While games are made by people and, presumably, always have a goal in mind for how they want you to feel or think while playing, it’s infrequent even today for a game to enforce its artistic vision on players this much.
And this force of will does not manifest in terms of difficulty or amount of weapons or a number going up. It’s in terms of camera shots that seem to be situated at the scariest angles possible. It’s in terms of tank controls that ensure the player can’t move the camera, allowing the original creators to choose how the mansion setting will scare you and accentuate how little control you have over the entire zombie situation. It’s in term of save items that—while sometimes a nuisance given I am a growing adult, with the occasional adult emergency, and would appreciate being able to save at a moment’s notice—undeniably create a sense of urgency and fear of progress loss that fits right in with the nightmare Jill and Chris have found themselves in. It’s in terms of a game that understands the unique dissonances created by using some of cinema’s visual language but with a distinct gaming sensibility. Overall, the game always feels deliberately built by human hands and I love that.