No Fear: Where Did Resident Evil Go Wrong?
Resident Evil 4 Ultimate HD Edition is available on PC on 2/27/2014.
Over the past decade, Resident Evil has spiraled downward. Action has replaced tension. Gun fights have replaced puzzles. What was a stressful, original horror game has become a loud, businesslike shooter franchise, with no discernible qualities left of its own.
Popular belief says it was all Resident Evil 4’s fault. That game set the bar too high. Presumably under pressure to outdo it, the directors on subsequent Resident Evil titles have strayed from horror and towards action. This pattern of one-upmanship culminated in the disastrous, overstuffed Resident Evil 6, which featured online multiplayer, six playable characters and three campaigns. After nine years of successively trying to up the ante after Resident Evil 4, Resident Evil today is completely without direction.
But the downward spiral didn’t exactly start with Resident Evil 4. If we summarise the issues with today’s Resident Evil games as “too much shooting, not enough scaring” then the cracks really started to appear in Resident Evil 3: Nemesis, which launched in 2000. Compared to Resident Evil and Resident Evil 2, it’s a much louder game, oriented more towards combat, forward progression and bluster. It set the groundwork for what Resident Evil is—or isn’t—today.
The first two Resident Evils are very static. They mostly take place in a single, large location, and rather than constantly moving forward, players are often backtracking, going to-and-fro about the building trying to find which keys match which doors.
Resident Evil 3, by contrast, is all about changes of scenery. Compared to RE 2, which features three main locations (a police station, a sewer and a lab), RE 3 moves between a factory, a restaurant, a gas station, a newspaper office, a clock tower, a hospital, a park, a cemetery and a chemical plant.
It features the same variety of locations as Resident Evil 4. Resident Evil 4 moves from a village to a castle to an island, with each area comprising several sub-areas, including a lake, a dungeon and a cave system. Rather than take time to build the atmosphere of an individual location—to give players a sense of being locked in somewhere, trapped—the game speeds along to the next new spot, lining up one fresh environment after another. It’s about rapidity and energy, about not letting the player’s eyes and hands get tired of looking at and doing the same things. And although that requires a lot of work and creativity, and makes for a great action game, it isn’t conducive to scariness.
Resident Evil 6 does the same thing. In fact, it goes one further. Not only do you move between several different areas, using several different characters, in different campaigns, but there are moments where the story actually moves to another country. Leon’s campaign for example starts in the US but climaxes in Japan.
This sense of motion, of having the resources to travel and to survive travelling, kills the atmosphere. It’s precisely what makes Nemesis the earliest example of a non-scary Resident Evil. There’s no sense of oppression or claustrophobia. You’re constantly moving around. Retreading your steps and repeatedly butting up against locked doors might get tedious but it calcifies a sense of being stuck, of being unable to flee from danger. The pacing of Resident Evil 3 on the other hand is all about change, change, change. There are so many different places to run to, and keys are given to you so readily, that you feel like you’re able to avoid and flow around all conflict. In terms of making it more visually appealing it certainly works, but as subsequent RE games have proven, that feeling of agency—of being able to shoot your way through and get somewhere else—breaks the illusion of horror.