“The core of horror is moving forwards when you want to run away.” Those words, a devastatingly simple summary of the unresolvable conflict that sits at the heart of all great horror, emanate not from the pen of Stephen King nor even the mouth of James Wan. Two of the genre’s greatest minds they might be, but such an incisive understanding of horror, that growing maw of panic that robs us of our reason and makes the fool of our senses, actually came from none other than Shutaro Kobayashi, Quality Assurance Manager for the latest numbered entry in Capcom’s long-running Resident Evil series. Resident Evil: Village, the eighth mainline title in the decades-spanning survival horror series, was a hit, having sold some 6.6 million copies by September 2022 after launching in Spring 2021. That’s before the Gold Edition launched a month later, offering a new story expansion and a host of other added features which presumably shifted a few more copies too. Reviews were positive to boot, meaning that although it hasn’t sold as many copies as some Resi games, Village will enter the Resident Evil canon as a critical and commercial success, a double-win that not every game in the rather uneven series can lay claim to.

Credit: CAPCOM

Resident Evil 6. Credit: CAPCOM
Unloved
Unloved by all, development of a similar follow-up to Resident Evil 6 was scrapped and the series underwent its most radical transformation in years. 2017 would see the launch of Resident Evil 7: Biohazard, where design changes would include a switch to a more claustrophobic and immersive first-person point of view, and an unsettling extended opening section that mutilated the largely defenceless player character, meaning that flight was often the only option in the face of overwhelming and grotesque enemies. Back to Shutaro Kobayashi then. That vastly unequal power dynamic that characterised so much of Biohazard is exactly what Kobayashi was describing when he said “the core of horror is moving forwards when you want to run away”. Indeed, much of Resident Evil’s seventh numbered entry forced reluctant players into scenarios in which they were outmatched and outgunned and it was always disquieting, sometimes terrifying, especially if you were foolhardy enough to attempt the game in VR. Eventually the game bestowed plenty of firepower in the hands of its protagonist, Ethan Winters but for most players, it’s those opening few hours that remain the most memorable and nightmarish. Too nightmarish it would seem, as when the Resident Evil development team reconvened to consider how to build on a newly-resurgent franchise, a decision was made at some level to once again steer away somewhat from the horror elements of the series. In an act of left-field marketing genius not seen since Sony sold a zillion PlayStations using a Scottish girl with a CGI-enlarged cranium, Capcom got out in front of a Village backlash by announcing pre-release that the game was less scary than its predecessor and this was due to player feedback.
Resident Evil Biohazard. Credit: CAPCOM
Back from the brink
However, even that tale does not tell the whole story. The Resident Evil: Village that we ultimately got was originally intended to be significantly different in play style and no, we’re not talking about early concept design here. Late into the game’s development following a pandemic-related pause in production, Resident Evil: Village was a much more action-oriented game in which hordes of monstrous enemies would hurl themselves at the returning Ethan Winters in much greater numbers than the final game featured. In a fascinating video charting a critical point in the game’s development, it is Shutaro Kobayashi, the Quality Assurance Manager who claims that he had to repeatedly approach the development team to warn them that play-testers weren’t enjoying the experience, that enemies were too numerous, too aggressive and ammunition too sparse. Given the course correction following Biohazard, it’s pretty evident what happened here. For Village, the game’s development team were tasked with finding a different way to unnerve players given that placing them in control of an outmatched Ethan Winters in Biohazard was deemed to be too off-putting for players and therefore damaging to sales. As such, the game’s creative team opted for an intensity of a different hue, allowing an armed Ethan to fight back but against vastly superior numbers. Whilst that kind of conflict has its fans, it clearly sat at odds not only with the game’s brooding Gothic atmosphere, but also with play-testers who found it unenjoyable. Kobayashi states, unflinchingly, that “the game’s content was completely divorced from what the development team thought they had made.” Whilst the developers’ response to Biohazard’s scares may have been crudely implemented, we can at least take heart from the choices they ultimately made to balance the game’s tone and play style. After all, Kobayashi points out that play-testers were also frustrated by the scarcity of ammunition and it would have been much easier for the developers to simply sprinkle more ammo across the game world but this would have only pushed the title back towards the darker ‘guns-a-blazin’ days of Resident Evil 5 and 6. Wisely, they elected instead to reduce enemy numbers, making the antagonists more difficult to predict and creating dread through that ‘it’s quiet, almost too quiet’ feeling that permeates any effective horror sequence. But where does the series go from here? After all, each Resident Evil title tends to feel like a reaction to the one that has come before. Essentially, Capcom is using the player base as a focus group of sorts, making careful notes as to what has succeeded and what hasn’t, before engineering the next instalment that is tailor-made to what they think players want.
Resident Evil 6. Credit: CAPCOM
Recalibration
Either way, expect Capcom to further refine the Resident Evil formula in the series’ ninth mainline entry. Complaints that Village was too tame in the scare stakes will likely see a slight recalibration of the project’s direction but don’t expect to see anything along the lines of Outlast or P.T. as Capcom is evidently keen not to scare its player base away. Instead, between glossy gunplay sequences you can expect Resident Evil 9 to lean into shorter bursts of less intense horror, the grotesque baby sequence from Village being a perfect example of an encounter that many found unnerving, but one that is quickly over and throughout which, the route to safety is made clear. Village only featured a handful of moments like this and given that it’s reasonable to expect Capcom to inch the pendulum slightly back towards horror, they’ll probably look to add a few more. Also of relevance is the upcoming release of Resident Evil 4 Remake. Forget survival horror, the original Resident Evil 4 changed the landscape of gaming as a whole when it first released exclusively on the Nintendo Gamecube in 2005.
Resident Evil: Village. Credit: CAPCOM

Resident Evil Village. Credit: CAPCOM

