Review Etrail 5/5 · May 26, 2026
Puts the Vill in VILLage
My opinion of this game has shifted quite a bit considering this is one of the newest Resident Evil games at the time of this writing. Initially, I was fairly positive on it, taking issue with a few aspects of the game but really enjoying it overall. That positivity deteriorated for a bit and after not really being in the …
My opinion of this game has shifted quite a bit considering this is one of the newest Resident Evil games at the time of this writing. Initially, I was fairly positive on it, taking issue with a few aspects of the game but really enjoying it overall. That positivity deteriorated for a bit and after not really being in the mood for it when it came out, I didn’t think too highly of the Shadows of Rose DLC. I replayed through the game and DLC around the end of 2024 and my impression on it remains generally positive, but with some mixed feelings lingering.

I think one of the biggest sources of contention for this title stems from its odd structure. Village attempts to explore several flavors of horror, taking the player on a sort of tour through the various sub-genres the series to this point has inhabited. The villains of the game comprise the mysterious Mother Miranda and her crew of “Lords” who each have their own distinct personality, backstory, and design, with the immediate expectation that you’ll be taking each one down before facing Miranda herself. This is a familiar structure for many video games (and shounen anime), but that’s partially because it’s an effective way to structure progression with multiple individual arcs rising and falling for good pacing. Each of the Lords’ domains features a feel of gameplay and setting that are quite distinct from the others, based on the nature of that particular Lord. The titular village itself acts as a hub area you explore between the different Lords’ domains.
As I said, these segments each deliver on a different style of horror game, primarily calling back to previous Resident Evil titles. Castle Dimitrescu offers a castle to explore with puzzles and traps galore, all while dealing with a pursuer enemy similar to Mr. X in Resident Evil 2 Remake. House Beneviento focuses more on a psychological horror that this series hasn’t delved quite as much into, but would be right at home in a Silent Hill game. The Reservoir has call backs to RE4’s lake area, but is a bit more of an action sequence after some time skulking about. The Stronghold is a brief action-packed assault full of monsters but otherwise feels like a monster shootout than a slower-paced horror. The Factory then offers a rather lengthy “dungeon-like” setting full of mechanized threats. While this structure doesn’t cause too much whiplash, the different phases of the game can feel disjointed, especially with how neatly the different paths out of the village lead away to the Lord’s domains and these segments don’t really interact much with each other.

Though Village was initially compared heavily to RE4—especially since the remake of that game was just a couple years away—this structure actually has the most in common with RE6. As my rating of both games implies, I feel Village pulls off this formula far better than that game, though it is still somewhat to blame for my qualms with this one. Village for the most part simply does most of the concepts it’s going for well, allowing the structure to work better here. Like RE6, it never fully separates from the core gameplay too heavily. If you aren’t thinking too much about it, you may not even notice the explicit structure and this is when it works well as the shifts mostly just offer variety. On the other hand, this structure unsurprisingly leads to some parts being much stronger than others. RE6 tried to chase four hares and caught none. Village instead aims for a varied experience that across-the-board is mostly pretty good, but still has some dips and valleys.
While my commentary thus far is ambivalent, on the whole, I find Village a pretty solid experience throughout. The irony of the structure is that I found different parts of the game more successful based more on how well-designed they were rather than my inclination towards the nature of that segment. For instance, on paper, Castle Dimitrescu sounds pretty up my alley as REmake 2 is one of my favorite games in the series and the pursuer gameplay was clearly based on it. But while the Castle does have some really cool aesthetics and routing, it’s one of the more disappointing segments in my opinion, and I don’t feel like the pursuer mechanics functioned very well here, memes aside. Then sections like Bienviento House and the Factory to me don’t sound like styles Resident Evil typically excels at, but they worked for me. None of the game for me felt “bad” or even just “average,” but I can’t claim it's a consistent and even experience throughout the game.

Somewhat controversially, I actually really enjoyed the story in this game. I mean, I went in knowing that this is a Resident Evil game and the story is thus always going to be a little silly. There’s some higher drama and character-focused narrative that departs from formula, but on the whole, Village is just as ridiculous and over-the-top as any of its predecessors, if not more so. One area fans seems split in my experience is how Ethan is handled as a character. I certainly see the struggle the writers had going in with this game that is much more character-driven than RE7, where Ethan seemed purposely cast as an every-man character who is mostly a vehicle for the player to experience the horrors he faced without layers of other backstory and character. Village instead puts Ethan and Mia front and center as characters who now have a daughter and family life that are threatened pretty much immediately. Ethan’s motivations to save their daughter are the emotional foundation for the story. Even outside of the ridiculousness that comes with that plotline, this is already a bit of a leap to go from viewing Ethan as “some guy” to a character we should care about. I don’t think it worked for everyone, or maybe not even most people, but I can say that by the end I did actually feel more attached to the character and invested in his story and drive. This is another game from the era of “dad games,” but I think it worked a lot better than I expected in the end. While I don’t want to say too much in the interest of spoilers, I found some of the later-game twists to be both hilariously ridiculous and weirdly very engaging.
I am typically less-ambivalent on the world-building in this series and I think Village adds to this legacy reasonably well. I don’t appreciate how much the villains’ powers are basically just “magic,” an issue that’s recurred a couple times in the series to date. There is a very loose attempt to justify these abilities scientifically through notes in the hilariously on-the-nose “lore room” at the end of the game. However, these explanations are still rather silly and are no more plausible than you might see in any comic book where the focus is more on character studies than hard science fiction. I also find the connection to Umbrella a little hit-or-miss in that it's intriguing, but contrived. In some ways, it’s a little annoying how much the series keeps wanting to “tie back to its roots” as this motif runs through like half the games in the series. But on the other hand, it is somewhat nice that there are still nods to the original lore that’s enamored the fanbase for decades now.

All that said, I just find the setting and exploration in this game really engaging. I poked fun at the gang of villains being a bit tropey, but it is effective in letting us explore these different characters and their aesthetically-appropriate domains with special focus that results in a rather pleasing cadence of discovery. Seeing how this “family” of Lords interacts and came to be is also intriguing and added to my anticipation as I made my way through the game. This structure also lends to some pretty neat environments and settings that are as varied as they are beautifully crafted. I don’t quite feel like the village setting is as iconic as some others, but it is still a joy to explore and see the impact of the disasters the people in this remote village have endured.
The gameplay I found generally strong throughout. Though the shift to first person really started with the game before this, Village takes this perspective to a more action-packed setting as this entry features combat packed with far more enemies at once. The enemy variety is decent, with different segments of the game highlighting a few different enemy types to complement or contrast with the lycans we see throughout. The guns in the game are mostly the usual kind of loadout, sold or upgraded at a new merchant-type character. It feels like there’s a good deal of variety in your loadout and upgrade path to suit your style while also encouraging a mixture of weapons to keep stocked up on ammo. I found Hardcore difficulty a good balanced mode for the game, rarely difficult to the point of frustration, but adding a layer of tension with how strong enemies are. I don’t really like the Village of Shadows difficulty that reminds me of Inferno from REmake 3. These are really just NG+ modes disguised as difficulty settings. While a fresh playthrough is possible, they’re clearly designed for a second playthrough with upgraded gear and supplies.

While it took some time to come out, the Shadows of Rose DLC adds a shorter campaign to the game that takes place 16 or so years after the events of the main game. This was an interesting choice on the writers’ part as writing stories way ahead of the mainline series time-wise runs all kinds of risks, but this story is mostly confined enough that I expect their narrative decisions won’t cause significant problems down the line. I found the DLC mostly just “okay.” It has some good moments narratively which try to fill some of the emotional import the game tried to establish throughout. But otherwise, there’s a ton of re-using environments and settings that just made it feel like a bit of a slog. It’s certainly not all bad as there are some great sequences that rival the base game, but I ultimately didn’t find the DLC all that worth the long wait.

This is one of those reviews where I feel weird slapping 5 stars on it when I’ve spent so much of my time expressing ambivalence and have left vague most of the detail I found more thrilling. But I do genuinely really enjoy Village every time I play it. It’s not without its issues, and I’ll admit that it’s a game I’d consider a “barely 5 stars,” but I never find myself bored or disliking the game any time I pick it up, which is often sufficient for 5 stars for me.
My other Resident Evil reviews:
- Resident Evil (1996) - ★★★★★
- Resident Evil 2 (1998) - ★★★★★
- Resident Evil 3 (1999) - ★★★★★
- Resident Evil: Survivor - ★★★
- Resident Evil: Code Veronica - ★★★★★
- Resident Evil: Survivor 2 – Code Veronica - ★★
- Resident Evil Remake - ★★★★★
- Resident Evil Gaiden - ★★
- Resident Evil 0 - ★★★
- Resident Evil Dead Aim - ★★★
- Resident Evil: Outbreak - ★★★
- Resident Evil 4 - ★★★★★
- Resident Evil Outbreak File #2 - ★★★
- Resident Evil Deadly Silence - ★★★★★
- Resident Evil: Umbrella Chronicles - ★★★
- Resident Evil: Darkside Chronicles - ★★★
- Resident Evil 5 - ★★
- Resident Evil: The Mercenaries 3D - ★★
- Resident Evil: Operation Raccoon City - ★★
- Resident Evil 6 - ★★
- Resident Evil Revelations - ★★★
- Resident Evil Revelations 2 - ★★★★
- Umbrella Corps - ★
- Resident Evil 7 - ★★★★★
- Resident Evil 2 Remake - ★★★★★
- Resident Evil 3 Remake - ★★★★★
- Resident Evil 4 VR - ★★★★★
- Resident Evil 4 Remake - ★★★★★





