Introduced in Sweet Home 's closing moments, this new enemy would carry over into Resident Evil in a big way. Despite clear differences between the two games, when playing Sweet Home , it's easy to see how it went on to inspire and influence Resident Evil.
Even with the now-outdated, heavily stylized pixel-art graphics, the atmosphere and setting of the game is delightfully dark and unsettling in a very familiar way. Specifically, the ambience when exploring the ever-creepy Mamiya House in Sweet Home feels much the same as navigating the horrifying Spencer Mansion in Resident Evil.
Every section of both buildings feels designed to put the player on edge, from the long, eerie corridors to the foreboding frescos. After all, who knows what's lurking behind each closed door in these abandoned residencies? A core part of the storytelling of Resident Evil shared with both the game and film release of Sweet Home is the importance placed on the paintings. The vast majority of the storytelling for Resident Evil is told across a mixture of diary entries and frescos found within the house.
In Sweet Home , key details of the Mamiya family are uncovered by the discovery of unfinished frescos. This style of storytelling -- using objects scattered throughout a space to fill in details about the plot -- can also be seen in other seminal horror games that came later, namely the Bioshock trilogy. The ripple effect that Sweet Home has had on horror games, both in its own right and via the Resident Evil titles, is remarkable.
Without this seminal work, the whole landscape of horror video games could be different. The aesthetics of the Mamiya House and the Spencer Mansion are uncannily similar. Both properties are decorated in a non-specific, historical European-style, filled with decaying antique furniture and classical murals.
Both places overwhelmingly evoke the feeling of being in a particularly malevolent haunted house, building enough tension with the game's surroundings that you could cut it with a knife. It's remarkable that both games generate such a similar atmosphere through their settings, considering the different technological capabilities of the two platforms the games were designed for.
To be able to recreate the effect of the surroundings when shifting from a 8-bit console to a fully 3D, polygon console with extended audio capabilities without drastically altering the tone is remarkable and a real testament to the effectiveness of the atmosphere created across both games.
The fact that the designers went to such lengths to build a similar atmosphere in both universes really hits home how important Sweet Home was to the creation of Resident Evil , and how much care went into creating a homage to it.
If you prefer to see the story but in a different genre, the Wii rail-shooter Resident Evil: The Darkside Chronicles features it heavily. See our Resident Evil Code: Veronica review. The first Resident Evil game was revolutionary, not just for effectively setting the stage for survival-horror games to this day, but also for what it didn't do. Resident Evil didn't need huge armies of zombies, crumbling skyscrapers, or a bunch of super-powered, giant monsters to instill fear.
Instead, it took a "less is more" approach to horror, delivering its scares and twists slowly to make the more impactful. It's a lesson some of the other games, including Resident Evil 3 just a few years later, didn't seem to understand, and though the original Resident Evil's tank-style controls haven't aged very well, a remake and another HD remaster offer much-improved visuals.
See our Resident Evil review. The sequel to Resident Evil 7 with a cheeky little "VIII" hidden in the logo, Resident Evil Village plays up the campiness in both protagonist Ethan Winters' reactions to everything around him and with the game's roster of villains. Despite this, it does still contain one of the most terrifying moments in any Resident Evil game--or, really, in any game--and the few allies you meet along the way are often just as interesting.
Resident Evil Village seems intent on making further connections to the rest of the series, which is occasionally to its detriment, but the game's Resident Evil 4-like European setting and varied takes on horror help make it worthwhile on its own. And yes, that's even if it didn't include the Tall Vampire Lady. See our Resident Evil Village review. After the bombastic and unfocused Resident Evil 6 tried--and mostly failed--to fully transform the series into a blockbuster on the level of Call of Duty, Capcom went back to the drawing board with its sequel.
However, Resident Evil 7 wasn't just an homage to the original. Instead, the brooding, tense horror was paired with a new first-person perspective, limiting your environmental awareness to make every scare hit harder. Setting almost the entire game in one mansion didn't feel restrictive, either, as the many puzzles, unexpected areas, and terrifying encounters with the Baker family helped make it one of the best locations in horror game history. The game that changed everything… again, Resident Evil 4 transitioned the series from its tank-controlled, slow-moving, survival past to a more action-oriented and cinematic experience.
It didn't ditch the scares, with Leon's journey into a remote Spanish village offering terrifying not-zombie enemies and even a few terrifying allies. Instead, it simply brought the moment-to-moment movement and shooting in line with the atmosphere Capcom had been perfecting for years, despite functioning just fine as a standalone game or entry point for newcomers.
It shouldn't be too much of a surprise when considering Resident Evil 4 was directed by Shinji Mikami, who also directed the original game. See our Resident Evil 4 review. The original Resident Evil is one of the most important video games ever made--there is no denying that--but it was the second game that turned it from an important stepping stone for the industry into one of the biggest video game franchises of all time.
Expanding beyond the mansion of the first Resident Evil for a larger Raccoon City, Resident Evil 2 gave us much more insight on who was responsible for the outbreak, and just how manipulative and powerful Umbrella Corporation was.
Its remake is the version to play now, offering much-improved third-person combat controls while telling largely the same story for both Leon and Claire. Despite the better action, it doesn't abandon the scares--something 's Resident Evil 3 mostly did. Kennedy and Claire Redfield. Alice and her cycle of companions, though, faced an enormous obstacle in their campaign against Umbrella — the many mutated bio-weapon monsters engineered by the corporation.
There was no shortage of undead beings as Alice escaped various cities and Umbrella facilities. Though many of the monsters took their inspiration from the games, some were more direct references than others, aiming for a more original take on the source material. Here is every monster from the games that appear in the Resident Evil movies.
The creatures most in abundance in all of the Resident Evil films and horror games were, of course, the zombies.
The undead hordes debuted in the first game and were scientists who died and were brought back to a gruesome facsimile of life by the T-virus. The zombies were the typical result of the T-virus infection, and they had all of the traditional zombie traits — cannibalistic urges and an obsessive desire to hunt humans. Alice and her crew also fought mutated forms of the undead — the Super and Majini variants.
As the T-virus turned into a global pandemic, Umbrella Corporation virologist Dr. Issacs Iain Glen continued his research on domesticating the infected and created a new variant. The Super Undead, first seen in 's Resident Evil: Extinction , were faster, more intelligent, and prone to violent mood swings, making them more volatile than the typical zombie.
The Majini variant, on the other hand, were the result of a wild mutation of the T-virus, turning humans into monsters with flower-like fleshy tentacles and mandibles in their throats. Cerberus' were the result of dogs being infected by the T-virus. Also seen in all but one of the Resident Evil films , these monsters displayed the ubiquity of the virus — not only were humans able to be infected but animals too. These zombie dogs were originally test subjects from the Hive, later spreading to Raccoon City and the world beyond.
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