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Plus trying to avoid things means turning away from the threat, guesstimating when you're safe and then whipping the camera around to see what's going on.
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Sprint is basically a light jog and doesn't have the zip to really get you clear of danger. There are also a few boss fights that don't feel like they were designed for first-person - there's a lot of running out the way of big telegraphed attacks in large open spaces where you're battling your limited movement more than the monster. The Resident Evil combat model has always been about feeling weak in the face of danger, so throwing you in what amounts to a furry Call of Duty section doesn't play to its strengths. It's meant to be escalating a midpoint towards a sense of climax, but the incessant barrage is more wearing than anything else.

Later in the game, you'll end up fighting waves of Lycans. Less is more works best: a few Lycans becomes an interesting and tactical tussle to survive - a massive pack of them is a pain.

After Resident Evil 7's creepy tension, Village's extended gun battles with crowds of werewolves feel brash and occasionally fumbling. There are scares and some lovely creepy bits, especially at the start, but Resident Evil Village is mostly a big shooty action game. It's also a shame (for me at least) that this is one of the 'not a horror game' Resident Evils. Most of what passes for puzzles boils down to finding something later you then take back to somewhere you were earlier. Bar one brilliant set piece sequence most of the challenges feel phoned in - there's a treasure map that leads you to an obvious, completely unhidden locked gate you previously passed during a scripted sequence, while one puzzle literally has the solution next to it not some enigmatic hint you have to decrypt, just the answer, next to the buttons you need to press.
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Oddly, for a series known for its puzzles, it's the one area where the quality is consistently… low. I know someone else that took a more direct story route and completed it in six. It's worth noting that it isn't the longest game however you play - even scouring for secrets, collectibles and completing just about everything on the map, my save only clocked in at 13 hours. The pacing does feel inconsistent though - depending on how much you explore between sections, key beats can feel weirdly short, or artificially extended. The constant shifting of styles and ideas, while inconsistent, works well, and creates constant excitement about what's coming, even if it doesn't always hit the high notes reached elsewhere. Almost everything I could mention that isn't Vampire Mommy or a werewolf will be a surprise I don't want to ruin. That said I'm going to have to try to explain as much as I can without spoiling anything, because Capcom has impressively managed to keep about 90% of the game secret and only shown off the first maybe three or four hours.
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The change between the first and second halves feels like a gradual drift from the sinister tone of the last game, to Revelations' louder, fun action movie vibe. Early rumors suggested this started life as Resident Evil Revelations 3, before being reworked and upgraded to a Resident Evil 7 sequel, and having finished it I can believe that. But it does feel like a mishmash of directions.

Characters are entertaining, there are some lovely 'holy shit what?' twists and turns, while exploring and unlocking the titular village is satisfying. To be clear, I enjoyed Resident Evil Village, as when it's great it's on fire. Platform(s): PS5, PC, PS4, Xbox Series X, Xbox One
