

You'll spend a lot more time fighting with heavier weaponry than in the previous game.

Where Village differs is that it is significantly more action-heavy. It's just as implausible to nullify damage from a hammer bigger than Ethan's entire body by holding up your hands, but darn it, it works. If anything, blocking is more important than ever, since the difference between blocked and unblocked damage is fairly significant. Most of the big things from RE7, including the blocking mechanics, make a return. It's effectively a classic Resident Evil in first-person view, with all of the mechanics you'd expect from that. The core controls and mechanics in RE8 are basically identical to those in RE7.
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Village takes a full-throated dive back into the sheer insanity for which later entries in the series are known. However, if you enjoyed RE7's relative back-to-basics approach, you might be in for a disappointment. This isn't necessarily a bad thing, as the game does enough to differentiate itself to avoid feeling like a clone or copy.
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It doesn't matter if you're talking about the mysterious gun-selling merchant, the village where you have to survive a horde of possessed enemies, or the castle full of robe-wearing variations on the standard foe there's a real sense of RE4 remix here. The core design ideas are all there, and the parallels are many.

In a lot of ways, it feels like what you'd get if you made a soft reboot of the game in the first-person perspective. One thing that needs to be mentioned is that RE8 is very much an homage to Resident Evil 4. It happens within the story, and it's just hard to be frightened when your character gets a hand lopped off and casually reattaches it with a splash of healing goo. Ethan is effectively Wolverine, so he can be shot, stabbed, lose limbs, and more without flinching. Well, that is back in full force in Village. If you played RE7, you may recall that Ethan loses a hand in the opening but has it back shortly after, and there's one easy-to-miss optional scene where he reattaches his leg with a dose of healing potion. One particular thing that weakens the game is Ethan's superpowers. I laughed more often than I was frightened, which is admittedly still enjoyment, but if you're expecting horror, you'll probably be disappointed except for a couple of specific sequences. Sometimes the insanity works, and sometimes it doesn't. That's the baseline bonkers you can expect from the game. One of the earliest scenes in the game involves Ethan being tied up and watching an evil angel, a vampire, a haunted doll, a bloated frog-person and a snarky Magneto arguing with one another while surrounded by werewolves. It's in a headlong competition for Resident Evil 6 for the most bonkers game in the franchise, and I think it comes out ahead. His daughter is also there, and he must find and rescue her and figure out why old Boulder-Punching Redfield decided to ruin his life. Ethan awakens after the transport carrying him crashes, and he finds himself in a distant village full of horrifying creatures. They have a daughter Rose and are leaving relatively peaceful lives - until series protagonist Chris Redfield inexplicably shows up, kills Mia, and kidnaps Rose and Ethan. Village is set a few years after Resident Evil 7, and it finds Ethan Winters and his wife Mia gradually recovering from their experiences in the prior title. Perhaps that makes it fitting that Resident Evil: Village - the "VIII" in the title is highlighted - swings in the opposite direction and goes all-in on the absurdity mixed with horror that games like Resident Evil 4 had fully embraced. Resident Evil 7 was a game that had its share of silly moments, but was a return more or less to the horror-leaning aspect of the franchise. Resident Evil is perhaps the horror franchise, and it features zombies and monsters aplenty, but it's a series that can go from desperate, terrified flailing to your protagonist suplexing monsters and punching boulders.
