6 Things I Want From The Next ‘Resident Evil’

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Last week, we took a little trip into the foggy resort town of Silent Hill in a list of things I’d like to see from the inevitable next entry in Konami’s longstanding survival horror series. I enjoyed our trip, as brief as it was, and I hope you did too. Since I can’t take on one legendary horror franchise without diving into the other, today, I’d like to take you on another trip, and this time our destination is the now infamous Raccoon City.

Read on for my list of six things I want from the next Resident Evil!

Bring The Series Back To Its Roots

Seeing as this is the most obvious thing many of us would like to see, I figured we’d go ahead and get right into it.

Resident Evil used to be scary. It was unpredictable, ambitious and truly frightening. Its horror was omnipresent and introduced in a way that forced us to adapt quickly — a polar opposite of the slow build up of tension and dread that games like Silent Hill and Fatal Frame prefer. Ever since Resident Evil 4 turned the series on its head, each subsequent game has been less rooted in horror. The last two were entertaining, and as far as co-op action games go they’re some of the best, but they’re essentially just eye candy now. Much of the protein has been lost.

If Capcom wants to win back the fans its alienated over the years, they’re going to need to make a few drastic changes, starting with the constant overpowering of the player. I don’t want access to laser guns, bazookas and grenade launchers during my first playthrough. Like the foam finger in Dead Space, these should be rewards you have to unlock. There’s more to this than the weapons, but we’ll get into it more later on.

Scale It Back A Bit

You know it, I know it, even Capcom knows it. Resident Evil 6 was bloated. In an effort to appeal to everyone, they threw everything they could into the game. Horror fans were given Leon and Ada’s campaigns, while newcomers to the series were gifted with Jake and Chris’s action-packed stories. On top of that was the expanded multiplayer, which included the return of Mercenaries and the brand new Agent Hunt mode, where you can enter another player’s game as the enemy with the goal of impeding their progress — similar to Dark Souls.

That’s more than enough, but through post-release DLC, Capcom introduced three more modes: “Predator”, “Survivors” and “Onslaught”. Personally, I think asking us to pay for multiplayer modes is an extremely stupid idea, since the longevity of a game’s multiplayer depends entirely on how many people are playing, so a paid DLC mode instantly limits how many people have access to it. It’s nonsensical, stop doing that.

The “five games in one” approach also needs to go. Just give us two refined campaigns and invest the resources that would’ve been spent on additional campaigns into making the two meatier experiences that are distinct from one another. It’d also make them easier to tie together more often and in more interesting ways.

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  • judeau13

    Overall I truely enjoyed RE6, let me get that out first. While I don’t think it was a perfect game, the multiplayer was fantastic and the player controls and camera were the best the series has seen. That being said there is always room for improvement. I think RE6 took the world scope and large action set pieces as far as they can. RE7 does need to scale the scope back and focus on smaller missions. I agree completely that the multiplayer should be optional, having a forced AI sidekick is always a disaster waiting to happen. Personally I would like to see the developers take the DLC for RE5 and use that as a spring board for the tone of RE7. Using a tight closed setting with sparce ammo was fun (although far to short) experience. Creating sequels to games that have spawned well over a dozen titles is always a tricky thing, but I really hope that Capcom doesn’t fold to internet trolling and dump the multiplayer/controls/camera system from RE6 that felt natural and fluid.

  • Rick-Taylor

    Zombies, gene mutation monsters, remote location with no escape in sight.

  • Anthony

    Atmosphere, Atmosphere, Atmosphere. I can’t say this enough. The scariest thing about my favorite games is the atmosphere. The originals had this, so did Silent Hill, Fatal Frame and other popular horror titles. I recently played Outlast and the atmosphere of this game was spot on. There isnt enough creepy atmosphere in Resident Evil anymore.

  • ThunderDragoon

    All I want is for the series to get back to its roots. I’ll be a happy camper then.

  • Gremloblin

    Story and better/new characters! How many times do we need to see Chris fly head on into danger that’s killing hundreds if not thousands of people and escape without a scratch!? There have been too many good guy survivors in this series, and Capcom needs to start killing some of them off (Like Brad in RE3). It’s a horror genre and I don’t want a happy ending for these thrill seeking heroes showing up in all my games.
    With new characters they can experience the environment in a whole new shroud of enigma, we can experience them breakdown emotionally or struggle to take the challenges and rise up against the horror before them. Finally, make a game that leaves it open ended for the villians again; Umbrella and Wesker had a good run, we now need someone/something more ruthless and cunning that doesn’t look or sound like a douche or gets destroyed by the end of the game after you’ve come to make him/her a good kind of evil (the kind we love to hate).

  • Canucklehead

    While I do give Capcom credit for trying new things, after all who wants to play the same game over and over again? It would appear that based on the numbers (RE4 7MM, RE 5 6MM, and RE6 4MM give or take) that the strategy might not be working so much.

  • HalloweenVic

    Not gonna lie I really like 5 and 6 but definitely agree with you think it’s time for a fresh start, let’s take resident evil back to its roots and scare us again!!! YESSSSS YESSSSSSS AND YESSSSSSSSS!