Resident Evil was released for the PS1 in 1996, followed by several other platforms. It is widely regarded as the game that helped shape the survival horror genre into what it is today. What started as probably just a one-off quickly became a hit within Capcom, with tons of sequels, spin-offs, merchandise, and even films within the Resident Evil franchise.
6 Most Influential Resident Evil Games, Ranked
From the very first Resident Evil, these games have influenced not just the horror genre, but the gaming industry as a whole.
It’s easy to see why it is one of Capcom’s biggest franchises. With Resident Evil Requiem on the way, now is a good time to look back at the franchise’s traditions. Will these eight ideas make their way into Resident Evil Requiem, or will the game be more surprising for fans in the end?
Find all 10 pairs
Find all 10 pairs
Returning Heroes
A Good Roster Of Familiar Faces
Unlike a lot of anthology games that tend to create new characters for each new entry, like Final Fantasy, Resident Evil has stuck largely with the same four characters for the majority of its games. The first game had the duo of Chris Redfield and Jill Valentine, each of whom had a partner and a campaign to call their own.
The next duo was formed in Resident Evil 2 with Clair Redfield, Chris’s sister, and Leon S. Kennedy. While there are some exceptions, like Ethan Winters being the primary hero of Resident Evil 7: Biohazard and Resident Evil Village, these four characters have been a big part of the franchise’s mainline and spinoff games. That doesn’t mean there haven’t been great new characters as well, but Capcom definitely favors Clair, Leon, Chris, and Jill, as do fans.
Umbrella As The Enemy
Even When It Seems Like They’re Gone
Umbrella was the company that started the zombie apocalypse because of bad testing. Zombies, as generic enemies, were also part of this franchise for a while, coming in and out of retirement and evolving. It seems like they went away in Resident Evil 4, but even when Umbrella takes a backseat, they are always secretly the ones behind viral outbreaks and experiments.
At the head of the table was Albert Wesker, a recurring villain who showed up in the first game and made his appearance in Resident Evil 5. He was the face of Umbrella for over a decade, and every good franchise needs an overarching villain for fans to both love and hate.
Replay Options
Getting New Costumes And Weapons
One of the best things about the Resident Evil games is the replay value. They are all relatively short, but upon replays, players can go through campaigns sometimes with carried over gear and resources, along with additional weapons and costumes. One fan favorite was in Resident Evil 4, wherein Leon S. Kennedy could dress like a mobster and carry around a Chicago Typewriter, which was a machine gun, to blast the cult to smithereens.
7 Resident Evil Games With The Best Gameplay, Ranked
The gameplay of these Resident Evil games is unmatched thanks to their amazing and unique mechanics, as well as satisfying gameplay loops.
Perhaps one of the best progression systems was in the remake of Resident Evil 3, wherein players earned an end-game currency that they could spend on things to bring over into the next playthrough, regardless of difficulty levels. No matter how the extras are implemented, fans expect some kind of carryover bonus after completing these games.
Metroidvania Designs
Expanding One Area Over Time
Metroid and Castlevania are seen as the two big games that make up the Metroidvania genre, which are often 2D games. There are some 3D examples, including Resident Evil games, which have a bit of Metroidvania DNA in their experiences. Players will always start in one location and slowly progress into different sections by grabbing keys and solving puzzles.
Or some other sort of item. The original game took place in the Spencer Mansion and then moved into the laboratory basement, whereas the sequel took place in Raccoon City and other locations found within. All of the set pieces are generally contained within one expanding area instead of taking players to a myriad of locations across the world, with the one big exception being Resident Evil 6.
Limited Resources
The Birth Of Survival Horror
Resident Evil is often praised for being the start of the survival horror genre, which focused on limited resources very early. As either Chris Redfield or Jill Valentine, players could progress through the Spencer Mansion, finding herbs for healing, different weapons, and their accompanying ammo types. Once ammo was gone, players had a knife, and that was it.
There was no shop to buy new gear or ammo from, which changed with Resident Evil 4. Players could then buy weapons, ammo, and upgrades, which also turned the series into something more action-oriented. That said, players could still run short of ammo and resources in Resident Evil 4, and the same is true in the latest entry, Resident Evil Village.
World-Building Through Notes
The Horrors Of Survival
In most cutscenes within the Resident Evil games, they often focus on the main characters and villains rather than the world. The world-building was left primarily to notes left around the environments from ordinary citizens, and sometimes, there were even messages scrawled on walls.
Resident Evil: Every Playable Character Who Dies During Their Campaign
These deaths in the Resident Evil games didn't happen to side characters; they took a playable character off the board for good.
One of the most infamous notes from the first game has become somewhat of a meme: “Itchy, Tasty.” The note was essentially someone succumbing to the zombification process, which was disturbing on several levels. For horror games, creating an atmosphere is important, and Resident Evil always passed with flying colors.
Safe Zones
Love That Music
One of the best feelings in the world is finding a safe area in a Resident Evil game. The accompanying music, followed by the ability to save the game free of monsters, was always reassuring. Players could also utilize a storage container that would magically transport gear and key items across all safe rooms.
The more modern games following Resident Evil 4 have largely done away with storage containers, but not safe rooms, thankfully. Another great note is that players no longer need Ink Ribbons to save their game, which was also a limited resource for a time. That is, defending on difficulty levels chosen, because the next game, Resident Evil Requiem, has a setting that includes Ink Ribbons for the hardcore.
Big Giant Eyeballs
And Obvious Enemy Weaknesses
When it comes to zombies, aiming for the head is an obvious strategy in Resident Evil games, and in any video game, for that matter. Bosses are a bit different in Resident Evil games, as they often have more obvious weak points that practically scream, “Shoot me here!” As players run around the battle arena.
Big eyeballs are one example that can appear on a boss, like William Birkin’s transformed state in Resident Evil 2. For players who have eye trauma, they may want to stay away from this series. Capcom, in general, tends to have glowing weak points to help players out, from Resident Evil to Lost Planet.
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