Biggest Resident Evil Traditions

Originally released for the PlayStation in 1996, Resident Evil quickly gained popularity on other platforms as well. It’s often credited with defining the modern survival horror genre. What began as a potential single game turned into a massive franchise for Capcom, spawning numerous sequels, spin-offs, movies, and merchandise.

It’s clear why Resident Evil is such a popular series for Capcom. With a new game, Resident Evil Requiem, coming soon, it’s a good moment to remember what fans love about the series. Will the game stick to these eight classic elements, or will it offer some unexpected twists?

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Returning Heroes

A Good Roster Of Familiar Faces

Many anthology games, such as Final Fantasy, feature different characters in each installment. However, Resident Evil has primarily focused on the same four characters throughout most of the series. The original game introduced Chris Redfield and Jill Valentine, who each had their own unique partner and storyline.

I’ve always loved the partnerships in Resident Evil! After Jill and Barry, we got Clair Redfield – Chris’s sister – teaming up with Leon S. Kennedy in Resident Evil 2. Most of the time, it’s been these four – Jill, Barry, Chris, and either Clair or Leon – who are the main heroes, though Ethan Winters took the lead in Resident Evil 7 and Village. Capcom really seems to favor those original four, and honestly, so do I! They’ve popped up in so many of the main games and spin-offs, and while there have been some awesome new characters, those four are definitely the stars.

Umbrella As The Enemy

Even When It Seems Like They’re Gone

The zombie apocalypse in the Resident Evil series began with the Umbrella Corporation, due to their careless testing. Zombies themselves have been a recurring enemy throughout the franchise, appearing and disappearing over time as they’ve changed and adapted. While they seemed to be gone in Resident Evil 4, Umbrella is always secretly responsible for the viruses and experiments that create them, even when they’re not directly involved.

Albert Wesker led the meeting, and he’s been a major villain throughout the Resident Evil series, first appearing in the original game and returning in Resident Evil 5. For over ten years, he was the public face of the Umbrella Corporation – every great series needs a compelling villain that fans love to hate, and Wesker filled that role.

Replay Options

Getting New Costumes And Weapons

A great part of what makes the Resident Evil games so enjoyable is how much you can get out of them with multiple playthroughs. While the games aren’t usually very long, you can often replay campaigns with gear and resources you’ve already earned, plus unlock new weapons and outfits. A classic example is in Resident Evil 4, where players could dress Leon S. Kennedy as a gangster and wield a powerful machine gun nicknamed the ‘Chicago Typewriter’ to defeat enemies.

The Resident Evil 3 remake had a particularly good system for encouraging replayability: players earned a special currency at the end of a playthrough that they could use on upgrades for their next attempt, no matter the difficulty. Players generally expect some kind of reward or bonus that carries over between playthroughs after finishing these types of games.

Metroidvania Designs

Expanding One Area Over Time

The terms ‘Metroidvania’ usually refer to 2D games like Metroid and Castlevania, which pioneered the genre. While most are 2D, some 3D games, such as certain Resident Evil titles, also incorporate elements of this style. A core feature of these games is starting in a single area and gradually unlocking new sections by finding keys and overcoming puzzles.

The first game was primarily set in the Spencer Mansion and its basement lab, while the second explored Raccoon City and surrounding areas. Generally, these games kept the action focused within a single, expanding location. Resident Evil 6 was a notable exception to this design.

Limited Resources

The Birth Of Survival Horror

I’ve always loved the original Resident Evil! It really kicked off the whole survival horror thing, and what made it so scary was how limited everything was. You played as either Chris or Jill, exploring this creepy Spencer Mansion, and you were constantly scavenging for herbs to heal yourself and, of course, weapons and ammo. But ammo was precious – once you ran out, you were basically stuck with just a knife, and that’s when things got really tense!

Early Resident Evil games didn’t allow players to buy new weapons or ammunition during gameplay. Resident Evil 4 changed this by adding a shop where players could purchase weapons, ammo, and upgrades, making the game more focused on action. However, even in Resident Evil 4 and the newest installment, Resident Evil Village, players still need to manage their resources carefully to avoid running out of ammo.

World-Building Through Notes

The Horrors Of Survival

Cutscenes in most Resident Evil games tend to concentrate on the main characters and their enemies, rather than showing off the game’s world. Instead, the story of the world is revealed through things like notes and messages left by regular people, often found scattered around the environments and even written on walls.

A particularly memorable note from the original game, “Itchy, Tasty,” has become a popular internet joke. The note hinted at someone slowly turning into a zombie, which was deeply unsettling. Creating a strong atmosphere is crucial for horror games, and Resident Evil consistently excelled at it.

Safe Zones

Love That Music

There’s a uniquely comforting feeling in Resident Evil games when you stumble upon a safe room. The calm music and the chance to save your progress without being attacked by monsters always provided relief. Plus, you could use a special storage box that let you access your weapons and important items from any safe room throughout the game.

Recent Resident Evil games have mostly removed storage boxes, but thankfully still include safe rooms. A welcome change is that players no longer need to collect limited Ink Ribbons to save their progress—though this depends on the difficulty setting. The next installment, Resident Evil Requiem, offers a hardcore mode where Ink Ribbons are still required for those seeking a greater challenge.

Big Giant Eyeballs

And Obvious Enemy Weaknesses

In Resident Evil games, like most zombie games, shooting zombies in the head is the go-to tactic. However, bosses are different. They usually have very noticeable weak spots that clearly indicate where you need to shoot, making the battles a bit more straightforward.

Some games, like Resident Evil 2 with its boss William Birkin, feature disturbing imagery, such as large eyeballs. Players sensitive to such visuals might want to avoid the series. Capcom games often use glowing spots to indicate enemy weak points – a feature seen in titles like Resident Evil and Lost Planet.

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2026-02-13 20:08