Ethan Winters has the worst luck in human history. Seriously. After surviving a literal house of horrors in Louisiana, the guy just wanted a quiet life in Europe with his wife and baby. But Capcom had other plans. Resident Evil Village isn't just a sequel; it’s a fever dream. It’s what happens when you take Gothic horror, throw it in a blender with Van Helsing, and add a dash of The Texas Chain Saw Massacre. It’s messy. It’s loud. It’s occasionally terrifying. And somehow, even years after its 2021 release, it remains one of the most polarizing entries in the entire franchise.
You’ve probably seen the memes. Everyone knows the tall vampire lady. Lady Dimitrescu basically broke the internet before the game even launched. But if you think this game is just about running away from a nine-foot tall woman in a hat, you’re missing the weirdest parts. Resident Evil Village is a tonal rollercoaster. One minute you’re playing a stealth-horror game in a basement, and the next, you’re basically in a Michael Bay movie fighting a guy who controls metal with his mind. It shouldn't work. Honestly, on paper, it sounds like a disaster.
But it does work.
The Identity Crisis That Actually Succeeded
Most Resident Evil games pick a lane. The original was a "creaky mansion" simulator. Resident Evil 4 was an action-movie masterpiece. Resident Evil 7 was a grimy, first-person nightmare. Resident Evil Village? It tries to be all of them at once. Capcom divided the game into four distinct zones, each ruled by a "Lord" who represents a different sub-genre of horror.
Take House Beneviento.
If you’ve played it, you know. It’s arguably the scariest segment in the history of the series. No guns. No combat. Just you, a creepy doll, and a giant, malformed fetus-monster chasing you through a dark basement. It’s pure psychological horror. It feels like P.T. or Amnesia. Then, twenty minutes later, you’re at the Reservoir fighting a giant mutated fish in what feels like a classic arcade boss battle.
This "theme park" approach to game design is why Resident Evil Village stays fresh. You never have time to get bored. Just as you’re getting tired of the Gothic castle vibes, the game shifts gears into a factory filled with cyborg zombies. It’s chaotic. Some fans hated this. They felt it lacked the cohesive atmosphere of the Spencer Mansion. But for most players, the variety is the hook. It’s a celebration of everything horror can be, even the campy stuff.
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What Most People Get Wrong About Ethan Winters
Ethan is a boring protagonist. That’s the common complaint, right? He’s just a "faceless" guy who says "What the hell?" every five minutes. But look closer. Ethan Winters is actually the most "Resident Evil" protagonist we’ve ever had because he is essentially a superhero who doesn't realize he's a superhero.
In Resident Evil Village, Ethan survives things that would kill Chris Redfield or Leon Kennedy in seconds. His fingers get bitten off. He gets impaled. He literally gets his hand sliced off and just... splashes some herbal juice on it and sticks it back on. The game treats this like a joke for most of the runtime, but there’s a massive narrative payoff.
The "Mold" storyline from the previous game comes to a head here. Without spoiling the specifics for the three people who haven't played it, Ethan’s resilience isn't just "video game logic." It’s a plot point. Capcom leaned into the absurdity of his durability to tell a story about fatherhood. It’s surprisingly emotional. By the time the credits roll, Ethan goes from being a "generic camera on legs" to a character people actually care about.
The Chris Redfield Problem
Let's talk about Chris. He shows up in the opening cinematic, shoots Ethan's wife, and refuses to explain why for about eight hours. It’s a classic trope. "I can't tell you because it's for your own good." It’s frustrating. It makes Chris look like an idiot.
However, seeing the events of the village through Ethan’s eyes makes Chris feel like a force of nature. When you finally get to play as Chris toward the end, the gameplay shifts entirely. You aren't scavenging for bullets anymore. You’re a tank. You have an assault rifle, grenades, and air support. This contrast highlights how out of his depth Ethan really was. It’s a brilliant bit of "ludo-narrative" design. Ethan is playing a survival horror game; Chris is playing Call of Duty.
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Technical Wizardry and the RE Engine
Capcom’s RE Engine is a miracle. It’s the same engine used for Devil May Cry 5 and the Resident Evil 2 remake. In Resident Evil Village, it shines in the lighting. The way the snow deforms under Ethan’s boots in the opening trek to the village feels tactile. The interior of Castle Dimitrescu is a masterclass in texture work—gold leafing, polished wood, and velvet curtains that look like you could reach out and touch them.
But it’s not just about the visuals. The sound design is oppressive.
If you play with 3D audio, the village feels alive. You hear the creak of floorboards above you. You hear the distant howl of a Lycan. It builds a sense of dread that the combat often diffuses. That’s the balance of the game. It builds tension and then lets you "pop" it with a shotgun blast.
The Mercenaries and Replay Value
You can't talk about Resident Evil Village without mentioning the replayability. This isn't a "one and done" experience. Between the different difficulty settings—Village of Shadows is genuinely brutal—and the Mercenaries mode, there’s a lot here.
The Mercenaries mode returned in Village after being absent for a while. It’s an arcade mode. Kill enemies fast, keep the combo going, get high scores. It changes the pace entirely. Suddenly, those terrifying Lycans are just points on a scoreboard. Then there’s the Shadows of Rose DLC, which adds a third-person mode and wraps up the Winters family saga. It’s a tighter, more focused experience that leans heavily into the supernatural.
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Why the Village Setting Works
Setting is everything in horror. The titular village acts as a hub. It’s a decaying, miserable place filled with Romanian folklore influences. Unlike the linear corridors of many horror games, the village evolves. As you defeat the Lords, you unlock new paths. You find treasures. You hunt animals to give to the Duke—the massive, mysterious merchant—so he can cook you meals that permanently buff your stats.
The Duke is a fascinating character. He’s one of the few "friendly" faces, but he’s clearly more than he seems. He knows things he shouldn't. He moves his massive carriage to places that should be inaccessible. He represents the "weird" side of Resident Evil that people often forget exists. This isn't just about viruses and parasites; it's about the strange, the occult, and the unexplained.
Practical Tips for Your Next Playthrough
If you’re diving back in or starting for the first time, don't play it like a standard shooter. You’ll run out of ammo and die.
- Guard constantly. This is the most underrated mechanic. Blocking reduces damage significantly and lets you kick enemies away. It’s the difference between life and death on higher difficulties.
- Invest in the Shotgun. The LEMI pistol is fine for crows, but the M1897 shotgun is your best friend. Upgrade its power first.
- Sell the treasures, but be smart. Some treasures say "combinable." Do not sell these individually. Wait until you find the other half to double or triple the value.
- Look for the yellow. Resident Evil Village uses yellow paint to indicate breakable crates or climbable ledges. It’s subtle, but it saves you from wandering aimlessly.
- Kill the animals. It feels mean to shoot a pig, but the permanent health and speed boosts you get from the Duke’s cooking are essential for the late-game boss fights.
The Verdict on the Village
Resident Evil Village is a chaotic masterpiece. It’s a game that features a giant robot fight and a terrifying game of hide-and-seek with a ghost doll. It’s a game that asks you to take it seriously one moment and then gives you a lightsaber (if you're good enough at Mercenaries) the next.
It’s the peak of Capcom’s "more is more" philosophy. While it might not be as "pure" as the original games, it’s undeniably fun. It’s a high-budget, high-concept horror spectacle that proves Resident Evil is at its best when it’s being absolutely ridiculous.
To get the most out of your experience, try playing in the "Shadows of Rose" third-person mode for a second playthrough. It changes the perspective—literally—and makes the scale of the environments feel entirely different. Also, make sure to read every file you find. The lore connecting Mother Miranda to the origins of the entire Resident Evil series is tucked away in the final act, and it changes everything you thought you knew about Umbrella.