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A Definitive Ranking of the ‘Resident Evil’ Games

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Back in April, we here at Bloody Disgusting celebrated Resident Evil Week, a completely made-up event that gave us an excuse to write as many Resident Evil articles as we possibly could (seriously, it was so much fun). Three months later, Jonathan gave his ranking of all of the core games in the franchise. At the time he had not finished playing Resident Evil 0, despite having live-streamed his playthrough of the HD remaster back in January (for shame, Jonathan).

This week saw the re-release of the critically acclaimed entry Resident Evil 4 onto the PlayStation 4 and Xbox One consoles, essentially making it available on every post-GameCube console (PlayStation 2 in 2005, Wii and PC in 2007 and XBox 360 and PlayStation 3 2011). This concludes the re-releases of the last three numbered entries in the franchise to this generation’s consoles. Now where’s my Resident Evil 2 remake?

Someone commented on my Instagram post about the games (Resident Evil 0, 1, 4, 5 and 6 are now all available on PlayStation 4 and Xbox One, in case you didn’t know), remarking that she preferred Resident Evil 6 to Resident Evil 5, and I audibly gasped. To each their own, of course, but I thought it was a fascinating opinion. I wanted to chime in with my ranking of the numbered entries in the franchise (including 0, Barkan).*

*This is merely my opinion and by no means a definitive list. Sorry for the misleading title, but no opinion-based ranking can ever really be deemed “definitive.”


7. Resident Evil 6

To be clear: I don’t hate Resident Evil 6 like so many other people seem to. I love the story and love the direction it takes the narrative of the franchise. The interwoven storylines are also fun to piece together, but this installment has an identity crisis. Capcom clearly didn’t know what type of a game they were trying to make. They didn’t even know who they were making it for. To make the decision easier on themselves, they decided to make four mini-games in one. Leon’s campaign is the most Resident Evil-y of the four, with Chris and Jake’s campaigns being pale imitations of a Call of Duty game. Ada’s bonus campaign provided some thrills, but as a whole the didn’t make for a cohesive experience.

The game is so bloated with a main story that takes about 22 hours to complete (almost twice as long as Resident Evil 5‘s main campaign), making it the only game in the franchise that I didn’t want to finish (I did, mind you). Excess was RE 6′s biggest sin. Hopefully Capcom has learned their lesson for the upcoming Resident Evil VII.

Ranking Resident Evil


6. Resident Evil 3: Nemesis

There isn’t a bad game in the franchise from this point forward. At this point it’s just a matter of personal preference. That being said, I may lose some of you with this entry, and I understand why. Nemesis is a classic game. It features one of the most notorious villains in video game history and brings back Jill Valentine, the heroine of the first game, in the most impractical outfit that could be used for zombie slaying. Her co-star Carlos Oliveira is also one of the blandest partners in the franchise.

Nemesis a total badass and he’s the star of the show here. Unfortunately, he overshadows pretty much everything else about the game and gets to be downright annoying after a while. There isn’t really anything else in this sequel that is particularly memorable. It takes place in the same setting as Resident Evil 2 and almost feels like the exact same game, albeit with better graphics. The “choose your own adventure” aspect that was added in to this game (and wisely left out of subsequent installments) felt a little too gimmicky at times. Overall Resident Evil 3 is a notable installment but somewhat forgettable. But, you know, Nemesis. Woo hoo.

Ranking Resident Evil


5. Resident Evil 0

Resident Evil 0 was released just 8 short months after the 2002 GameCube remake. While the graphics do impress and many of the creatures are terrifying (I dare you to make it through a humanoid leech confrontation without getting chills), it all too often suffers from prequel syndrome and a laughable main villain.

The partner zapping system, while innovative for the first hour or so, grew to be rather pointless. With the exception of the handful of moments where you had to split up the characters, there was no need to include two characters in the main story. In fact, Rebecca just isn’t interesting enough of a character to carry a whole game. Still, it was the last game in the main franchise to truly feel like a survival horror game, but its and the remake’s) less-than-expected sales led Capcom to move in a different direction for Resident Evil 4.

Ranking Resident Evil


4. Resident Evil 5

Many fans of the franchise have an aversion to Resident Evil 5, and it’s easy to see why. This was the game to fully convert the franchise into an action-oriented series. It’s spoken about with such negativity today that you probably wouldn’t believe that it received critical acclaim when it was released back in 2009 (it sits at a comfy 86.32% on Game Rankings). Resident Evil 5 isn’t a particularly scary game and it features an extremely annoying partner in Sheva Alomar if you play solo. She wastes ammo and uses all of your health items. It’s a pain in the ass and will cause you to die more often than not. This problem disappears if you play with a friend, making for a much better experience.

All of that being said, I can’t help but sort of love this game. Chalk it up to nostalgia. I spent a whole year in college playing the main campaign co-op with my then-boyfriend. We probably played through it about 4 or 5 times, constantly replaying chapter 4-1 to get the plethora of treasures present in the mines to upgrade our guns all the way to unlimited ammo. The game took risks like setting the whole game in daylight, giving the franchise its most absurd climax setting (a volcano) and frequently embracing its campy side (the rock punch will forever be the laughing stock of the game). It’s all very different for Resident Evil, but damn if it isn’t a helluva lot of fun (and makes for the one of the best co-op experiences you’ll ever have). Resident Evil 5 is a good game. It’s just not a good Resident Evil game.

Ranking Resident Evil


3. Resident Evil 2

Now we’re getting to the good stuff. Resident Evil is the rare instance in which a sequel improves upon the original. By expanding the setting of the game to the entirety of Raccoon City, Resident Evil 2 increased the number of opportunities to scare the pants off of its players. New monsters were introduced, the most memorable of which being the notorious Licker. New characters were introduced in fan favorites Leon S. Kennedy and Clair Redfield (sister of Resident Evil’s Chris). The zapping system in this game is a much more effective version of the one employed in Resident Evil 0, which is surprising considering it was released four years prior to that game.

The boss fights ranged from giant alligators in the sewers to egomaniacal doctors who tested their own experiments on themselves. If Resident Evil 2 has a flaw it’s that it follows the blueprint of the first game a little too closely, even mimicking its final countdown during the climax (almost all of the games will employ this gimmick). It also doesn’t have the benefit of being a landmark game like the first one was, but that is no fault of its own. Resident Evil 2 has the distinction of being one of the best video game sequels of all time, and that is no small feat.

Ranking Resident Evil


2. Resident Evil 4

Resident Evil 4 is the make-it-or-break-it game in Capcom’s lucrative franchise. Following the disappointing sales of Resident Evil 0 and the 2002 GameCube remake of the first game, Capcom decided to take the franchise in a new direction, and thus Resident Evil 4 was born. It has the distinction of being the best-reviewed game in the franchise but it also marks the franchise’s shift away from survival horror. For some reason, fans hold that against the game. That’s not really fair. You can’t say a game is bad because of what came after it. If you worked at Capcom and saw the sales for the survival horror GameCube remake and compared them to the sales of Resident Evil 4, you might have thought that shifting the franchise to a more action-oriented genre would have been a good idea too.

Resident Evil 4 was a revelation when it was released in 2004. It features some of the franchise’s best set pieces, the most thrilling of which happens in the first hour of the game when you must face a horde of Ganados (including one individual Ganado wielding a chainsaw) in a small village. My only real issue with the game is that it is, for the most part, a completely standalone story that doesn’t really do much to advance the narrative of the franchise. It’s a minor quibble, but it’s why the game has never been my personal favorite.

Ranking Resident Evil


1. Resident Evil (2002 GameCube Remake)

In all honesty, I don’t even count the 1996 PlayStation game as a part of the franchise anymore. The 2002 GameCube remake is so good that it completely relegates the original into obscurity. The REmake is one of the scariest games ever made. There is no argument about it. Yes, it features  those godawful tank controls (though the 2015 remaster offered an alternate control scheme), but those controls add to the tension of the game.

Capcom didn’t just give the original game a fresh coat of paint. They completely overhauled the game, adding new bosses like the invincible Lisa Trevor, new areas of the mansion to discover, and upgraded villains in the Crimson Heads. One of the most memorable sequences of the game comes when you have to walk (not run, or you’ll risk detonation) an explosive device through a series of halls filled with the corpses of zombies you killed earlier. There’s a 9/10 chance that those zombies will resurrect as the extremely agile and fast-paced Crimson Heads.This is survival horror at its finest and the ultimate experience in grueling terror (suck it, Evil Dead).

Ranking Resident Evil

How do you rank the games in the franchise? Let us know in the comments below! And be sure to check back next year when I update the list to include Resident Evil VII.

A journalist for Bloody Disgusting since 2015, Trace writes film reviews and editorials, as well as co-hosts Bloody Disgusting's Horror Queers podcast, which looks at horror films through a queer lens. He has since become dedicated to amplifying queer voices in the horror community, while also injecting his own personal flair into film discourse. Trace lives in Denver, CO with his husband and their two dogs. Find him on Twitter @TracedThurman

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Editorials

How Marina de Van Uses Body Horror and Pain to Explore Trauma in ‘In My Skin’ and ‘Dark Touch’

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Marina de Van horror movies

Pain is the language of New French Extremity.

Known for excruciating violence and gore, what often distinguishes these visceral films is the depiction of emotional turmoil manifested as the destruction of human flesh. Few filmmakers make this comparison so literally as Marina de Van.

The French writer/director burst onto the scene in 2002 with her shocking In My Skin, a tale of self-discovery via grisly self-harm. Eleven years later, she would write and direct Dark Touch, the harrowing story of a traumatized girl who expresses her pain through telekinetic force.

Though they differ wildly in tone and subject, both In My Skin and Dark Touch deal with the horror of unexpressed agony and its tendency to break the skin, ripping and shredding through anything in its path.


In My Skin (2002): Self-Harm as a Response to Emotional Repression

This intensely personal film stars de Van as Esther, a corporate analyst on the verge of having it all. Her adoring boyfriend Vincent (Laurent Lucas) is poised to move in, and she’s been targeted for promotion thanks to her diligent work. During a high-pressure networking party, Esther wanders outside and trips over an open construction site, ripping her pants on an abandoned tool. It’s only later that she notices blood on the floor and realizes that she’s torn the skin of her calf as well. Surprisingly, Esther has not felt a thing.

The surgeon who stitches up the wound marvels at this lack of sensitivity, wondering if the problem is not her shredded flesh — she’s still able to feel the lightest touch — but a misalignment in her head. This wound unlocks a disturbing pattern of dissociative self-mutilation as Esther begins cutting and gouging her skin to cope with moments of emotional stress. 

Her first intentional act of self-harm follows a minor mistake in a document. After noticing that she’s misused a word, Esther fixes the error, then sneaks away to slice her thigh with a stray piece of metal. Though she has caught the mistake herself, Esther anticipates punishment for imperfection. The subsequent wound on her thigh is proof that she has paid for her transgression and can now return to solid ground, having completed the cycle of shameful correction. 

As we peel back the layers of Esther’s life, we’re aghast at the toxicity of her environment. The inciting fall happens shortly after she politely declines a dinner invitation from her older colleague, an inappropriate sexual advance dressed up as an offer for mentorship. At another party, her male coworkers drag her towards the pool, threatening to pull off her pants when she screams that she’s not wearing a bathing suit.

Esther flees this disturbing scene, but not because of the men’s aggressiveness. She’s disturbed to find that her struggle to break free has reopened the still-healing wound on her leg, causing unsightly blood to seep through her pants. Like many women in the corporate world, she’s been conditioned to view her presence as an optional privilege and to create comfort for her male colleagues. Should she negatively react to their atrocious behavior, they may deem her “too emotional” and take away her hard-earned position. 

But this toxic environment only exacerbates Esther’s need to self-harm. At a working dinner, a wealthy client pressures her to drink expensive wine, then continues to refill her glass. Increasingly unmoored, Esther finds her hand creeping onto her dinner plate. After repeatedly dragging it out of her food, she notices the appendage lying limp on the table, completely disconnected from her upper arm. This surrealist moment in an otherwise grounded film is a turning point in her violent journey. Esther sees how desensitized her body has become and the lengths she will go to perform unobtrusive compliance. 

Desperate to regain control, Esther gouges her forearm with a steak knife stolen from the table, hiding the carnage under a napkin. Humiliated, she concludes the evening in a nearby hotel, where she indulges this dangerous new compulsion. For hours, Esther lovingly slices her arms and legs, gnawing on loose flesh and suckling blood from extensive wounds. She seems enamored with her ability to feel again without being perceived by anyone else. 

Disturbed by her scars, Vincent offers shaky support while contributing to Esther’s unexpressed pain. During an intense discussion about buying their first home, Esther forgets her PIN at an ATM and bursts into tears on the street. Vincent offers an easy solution, only showing his frustration behind closed doors. He lashes out at his stunned girlfriend, conflating her emotional stress with his own inadequacy.

Clearly destabilized by her tears, Vincent baits Esther into soothing him, an echo of the cycle she performs at work. We see that even at home, her emotional needs come second to men who are unequipped to handle their own feelings. Esther has internalized the responsibility of managing Vincent alongside the message that any break in her calm demeanor will lead to more suffering later on. 

In the wake of this argument and a rebuke from her boss, Esther suffers a panic attack while walking to work. In a daze, she buys another knife, then takes a hotel room for the day. Blood runs over Esther’s face as she again luxuriates in self-mutilation. De Van finds an uneasy juxtaposition between gruesome carnage and euphoric escape. Alone again with her exquisite pain, Esther seductively runs the knife over her face, digging into the skin around her eye. She chemically preserves a severed piece of flesh then lovingly tucks it inside her bra, a keepsake to honor this violent vacation.  

The next day, Esther prepares for work, pulling office attire over her blood-stained skin. De Van does not follow her out the door, leaving us to imagine how she will be received by the men in her life. Will they finally see what they’ve put her through, or will life continue as before, with Esther pretending that nothing is wrong and performing perfection until her body gives out? De Van ends the film with the striking image of Esther lying on the hotel bed, fixing the audience with a knowing stare. Though she carefully hides her fragility, we alone have seen the true cost of survival in this destructive world. 


Dark Touch (2013): Trauma, Abuse, and Supernatural Revenge

In many ways, this shocking story of catharsis through violence feels like a thematic response to In My Skin and Esther’s unexpressed pain. Also written and directed by de Van, Dark Touch follows an Irish girl named Niamh (Missy Keating) who becomes the sole survivor of a massacre.

 We first meet this little girl screaming from her bedroom window, then running through the stormy night to the house of family friends Nat (Marcella Plunkett) and Lucas Galin (Pádraic Delaney). Niamh’s parents smooth over the incident, presenting the illusion of a happy home. It’s only when the doors are closed that we realize something is dreadfully wrong. De Van implies the worst as the sinister couple creeps into their daughter’s room, commanding her to be a “good girl.” But Niamh is saved from horrific abuse by furniture that seems to move on its own. 

De Van leans into her French Extremity roots in what will become a gruesome execution. Niamh’s mother is crushed by a splintering bureau, a loose screw driving itself into her face. Her father watches his wife’s grisly death, then falls on the blades of an ultra-modern light fixture. Flames spread through the house as Niamh cradles her infant brother in a tiny cupboard. When rescuers arrive on the scene, we learn that the baby boy has died, mysteriously smothered by an inhuman force. Now an orphan, Niamh goes to stay with Nat and Lucas, who struggle to meet her emotional needs. Unable to explain her traumatic past, Niamh finds that things move whenever she cries, an outward manifestation of her silenced rage. 

Though Nat and Lucas offer support, they only seem to make things worse. Lucas volunteers to stay in Niamh’s room when she has a bad dream, oblivious to the discomfort his presence might cause. Growing impatient when she can’t fall asleep, a snide comment betrays his empty concern. Niamh finally finds solace in photos of the couple’s older daughter, who died from cancer years ago. She clings to an image of the little girl blowing out birthday candles while covered in bruises, drawn to the familiar juxtaposition of a child suffering through visible pain while going about life as if nothing is wrong.

But this too enrages Lucas. When he finds the pictures under her bed, the weeping father shakes Niamh and demands to know what gives her the right to bring up such a devastating memory. While perhaps understandable, Lucas’ reaction tells the traumatized girl that his comfort is the true priority, and she is not allowed to soothe herself. 

Niamh’s only friends in the tiny town are young siblings from a similarly violent home. Whistling to them in the night, Niamh uses her emerging telekinesis to kill their abusive mother in an attack similar to the one that destroyed her own family. When Nat arranges for Niamh to attend a birthday party, she bristles at the other girls’ treatment of their baby dolls. They slap and rip at their faux children’s hair, seeming to process their own quasi-abusive upbringing. As she bursts into tears, Niamh spreads fire through the party and melts the faces of the mistreated dolls. That night, she lures the children to school and then destroys the building, violently disrupting what she interprets as a continuous cycle of child abuse. 

Next, Niamh turns her attention to her foster parents, telepathically trapping them in her former home. For hours, she puts them through a series of torturous humiliations we assume she endured at her own parents’ hands. Now, Nat and Lucas must suffer in silence as Niamh finally reveals the extent of her misery. Forced to sit with their tormentor at a dinner table, Nat and Lucas quietly weep as flames spread throughout the home. Like Naimh once did, they go through the motions of a happy family, unable to protect themselves. Their foster daughter smiles as the fire consumes them all, finally putting an end to her tragic life. 

Despite this murderous conclusion, Niamh is not a traditional villain. She’s a horrifically abused little girl who can’t find a way to express her pain. Though she’s managed to remove herself from immediate danger, every attempt to heal is met with stigma, resentment, or the burden of caring for someone else. When her trauma becomes too uncomfortable, she’s advised to simply stay out of sight.

Like Esther, Niamh exists in a world that expects her to create comfort for everyone else, regardless of the suffering it causes her. But Niamh’s agony can no longer be contained. Abandoning all hope for a happy life, she channels her rage and destroys anyone who crosses her path. Perhaps this is not fair to Nat and Lucas or the children of this tiny town. But what happened to Niamh is also unfair, and her trauma can no longer be ignored

Though they do not narratively connect, Dark Touch feels like a spiritual successor to In My Skin. Both Esther and Niamh try to swallow their pain, but find it too great to be contained. We leave Esther struggling to stay afloat in a world of male toxicity. Picking up Niamh’s story at a similar moment, we watch the child escape her own abuse only to find that the world doesn’t really care. Her community will only offer support if it doesn’t disrupt their own lives.

Though de Van does not offer us hopeful endings, there’s grim satisfaction in revealing the world as it is, one built on the expectation that women will suffer in silence. Both In My Skin and Dark Touch seem to argue that a society built on women’s pain does not deserve a second chance. 

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