The first steps into the village make you nervous. The decayed houses, dark cellars, and filthy backyards make you always expect something spooky. But, unfortunately, you also must go to the place that appears to be the most frightening. Village departs from the psycho-horror style of its predecessor and reverts to the classic style, which relies on shocks with violence, constant tension, and fear. This mix is adequate.
Because the village, although it appears small at first glance, is vast with everything. Ethan is confronted with various blocked pathways or locked entrances that demand tools or a specially-shaped key. This is typical Resident Evil stuff. On the other hand, the fights show the hallmarks of the more recent installments in the series: The werewolves are agile and can go right at Ethan’s throat. He is, however, mobile, can block attacks, and can move shelves to conceal inside the cave. In addition, the hut can shoot specifically at the torsos and heads of the creatures.
The village’s opening gives a spooky but not particularly scary ambiance. But, the atmosphere alters a bit when Ethan arrives at Castle Dumitrescu. He soon makes an unwelcome acquaintance with the woman who runs the home and her daughters of her. The blood-sucking ladies follow him around the stunning chambers and grand hallways that run through the property. While there, keys need to be found and puzzles solved. This is similar to the scenes in the film Horror. The castle is a thrilling experience. This is due in large part to the fantastic lighting and vibrant contrasts. Ray Tracing and HDR has been employed on the PC along with PS5, the PS5 and the Xbox Series X|S consoles. The soft glow of candles and the weak light give the scene an incredibly eerie glow, accompanied by dark shadows—the basements far from the dawn of Ethan’s flashlight sunk into dark black. The light’s good distribution can leave many things dark and drive your imagination. Did something happen to move in the air? Was it just imagination? Damn!
The other element in this atmosphere is strong enough to cut through its soundscape. There’s a constant rumbling or crackling in the air. Sometimes it’s Ethan’s movement, and sometimes it’s a shaken chandelier. The sound of distant footsteps and soft moans cause the pulse to thump because they signify that something is coming or maybe any from the Dimitrescus. If a fight breaks out, the music and sound effects will be played to provide an additional source of stress. Headphones with 3D audio capabilities are ideal since they immerse you within the scene.
In between the surface of the immersion cracks. If you pay attention to the screen, the PS5 version displays rough textures a few times, such as on the walls or the doors. Additionally, some items look almost like a video game, particularly in bright places. Specific enemy movements are like the game from earlier times. It’s not a bad thing. However, it shows Village hasn’t yet made its debut in the current console generation.
More than simply a castle
In the lead-up to the release, there was a perception that the castle was the primary setting for this brand new Resident Evil part. But this isn’t the scenario. Instead, it is one of the many locations Ethan has to go through in the search for his daughter. The village is the true center since it’s from here that new zones are accessed. While there are a few branches and hidden secrets, the flow of events is clear. The map always marks the following location. Like that, rooms are kept if there’s something left to find.
In the more recent zones, things tend to be more transparent and brighter, meaning the fright factor diminishes. A dark atmosphere and gruesome passages are still present. However, combats in daylight are much more frequent. It’s not bad, but the game is kept interesting and varied. The influence of Resident Evil 4 is particularly apparent in the sequences and fights, but without force or replicating everything. It’s more than a nod to the old school.
That means there’s no surplus of healing items; however, there isn’t a shortage. People observant on the road seldom encounter problems on the initial two difficulty levels. Specific passages, for which a lot of shots, are mastered relatively easily with some strategy and at the water. It is only from the level of veteran upwards does the pressure rise because of fewer options and stronger enemies. Because of regular save points and generous checkpoints, it’s still possible to play.
Fear and Curious
Doable can also be applied to puzzles. They generally comprise the standard searching, locating keys with odd shapes or stones. Between, fire bowls must be lit, or bells are rung. The answer to this is often obvious or is available in any of the numerous documents to be found.
However, you are never bored or bored. On the contrary, the challenge draws their interest because every answer is an opportunity to achieve progress. It is a desire to keep going to learn more about the dark village and the surrounding area. A mix of terror and curiosity makes you look into the darkest corners for useful objects or items of importance. You then open the next door, gather all your strength, and venture to explore the unknown again.