Resident Evil Village Falls Just Short of Camp Masterpiece

In Susan Sontag’s Notes on “Camp”, she writes “the whole point of Camp is to dethrone the serious.” That isn’t to say that something that is serious can’t be camp, but camp as an aesthetic style eschews seriousness for the sake of it; it revels in exaggeration, insincerity, passion, and even cliche. In this way, it avoids the dogmatic nature of “taste,” which, in the world of gaming, has come to symbolize an inarguable list of games that tick all the boxes: polished gameplay, beautiful graphics, seamless performance, and a “cinematic” story. Think of all the “good taste” videogames and you’ll notice just how similar they really are: The Last of Us, God of War, Uncharted.
Resident Evil Village is all these things and more. Hyperviolent, silly, and extremely referential, Village is the type of game I dream of—a game that’s engrossing but doesn’t take itself too seriously. It’s not trying to earn its way onto any sort of lists because it knows that the best stories in gaming have already been told. So why not rehash them into a schlocky soup of horror tropes and hot vampire ladies?
Village begins much like any horror movie sequel: Ethan, now a father, struggles to connect with his wife Mia after the events of Resident Evil 7. They have a child now, and live abroad to avoid The Connections and others who would threaten their livelihood. Ethan wants to work through the trauma they faced in Dulvey, but Mia is content with forgetting—and even becomes hostile when Ethan tries to bring it up. Immediately after an unresolved argument, Mia’s filled with countless bullet holes by none other than Chris Redfield, everyone’s favorite boulder-punchingaction hero. Before we ever really learn what’s going on, Ethan’s waking up and crawling out of a transport vessel and hobbling his way to a creepy Slavic village, which he soon learns is being besieged by werewolves.
The game goes to great lengths to instill an ominous atmosphere with an odd undercurrent of lightness—there’s a ton of dread, like in Resident Evil 7’s early moments, but there’s an added layer of goofiness that seriously cuts the tension. I love that. Resident Evil has always been goofy; horror games in general are filled to the brim with cheese and insane situations, from UFOs in Silent Hill to dorky dialogue in Until Dawn. Something about allowing the audience to participate in the horror directly through controlling the game’s central victim creates hilarious moments, intentional or otherwise. I’ll always remember fondly the first time I played Alien: Isolation with a friend and learning the hard way that you aren’t actually safe while crawling in a vent. The comedy of horror, derived from inconsistencies in tone and questionable choices no human would make, is an integral element that’s simply not acknowledged enough. When I remember a horror movie, I should laugh about my naive experience sitting through it. I should be eager to terrify my friends with it, to grin as they jump out of their seats.
Village gave me all that and more. The game’s crowning achievement is by far your first expedition, through Castle Dimitrescu. Besides just titillating Twitter users, Lady Dimitrescu is a damn good villain. For one, she has an impeccable design—fine lines add minor flaws to her otherwise perfect face, and her pallor seems achieved from an abundance of Erno Laszlo powder and her vampiric state of undeath. Castle Dimitrescu is maybe the most fun dungeon I’ve ever been through in a Resident Evil game. My partner, while watching me, described the experience as “like a theme park ride,” and I think that’s exactly why it’s effective; there’s dazzling sights and occasional slow-downs, with simple “put the insignia-emblazoned key item in the corresponding hole” puzzles, but the majority of the experience is a high octane whirlwind of viscera and chase sequences. The area’s climactic final battle even managed to make me enjoy sniping. There’s a gothy Universal Monsters vibe that’ll remind people of Castlevania and Bloodborne, but everything here’s quintessentially Resident Evil. It’s like the Spencer Mansion reimagined.