What are the Best Resident Evil Games?
Have we really been blasting apart zombies and surviving a myriad of over-sized animals and bioweapons for over two decades? You might not believe it, but it’s true: Resident Evil was first released twenty-three years ago and with the recent release of Resident Evil 2 Remake, it doesn’t seem to be going anywhere anytime soon.
If that makes you feel old, then you’re in good company as more than a few of us here at Goomba Stomp are old enough to have actually played the original all the way back in 1996 and we’re here to remind everyone what made these games great (or not so great) to begin with, where they succeeded and where they failed. Welcome back to Racoon City folks; here is the second half of our list of the best Resident Evil games to date.
5 – Resident Evil/REmake
There is no doubt of the original Resident Evil’s impact on the gaming industry as a whole, but the fact of the matter is, time hasn’t been kind to Spencer Mansion and its inhabitants. Released at a time when 3D gaming was still in its infancy, these days the PlayStation classic can simply be described as ugly and unappealing to those who didn’t play it two decades ago. Thankfully, Capcom remade the game for Nintendo’s GameCube; dubbed the “REmake” by fans, not only was Capcom successful in bringing Resident Evil to a new generation, but they also created the gold standard for all video game remakes going forward.
Upon its release, the REmake was a technical marvel, and to this day it’s a feast for the eyes. Each corner of the mansion looks phenomenal, and enemies are genuinely grotesque. Utilizing the GameCube’s hardware, Capcom was able to add fantastic lighting effects, which drastically bolstered the game’s ominous tone, and improved upon the already phenomenal atmosphere. Other minor additions, like enhanced shadows, environmental effects, and improved audio all successfully deepen player immersion while significantly upping the tension. None of the additions or changes harm the creators’ original vision, but instead, serve to enhance it.
The technological leap from the original to the remake is especially astounding when you consider that the REmake came out a mere 6 years after the PS1 version. Since 2002, the REmake has been re-released several times, including in 2015 for 8th generation consoles. Lauded by both critics and fans alike, the REmake is seen by many as the definitive version of Resident Evil. (Matt De Azevedo)
4 – Resident Evil 7
When Resident Evil debuted in 1996, it helped popularize the survival horror genre and ushered in a golden age of survival horror video games known for their slow-pace, heavy exploration, and brooding atmosphere. A decade later, Resident Evil 4 shifted directions with a third-person shooter approach, fewer puzzles and a greater emphasis on gunplay and weapons upgrading. Both the original Resident Evil and Resident Evil 4 have arguably been the two biggest highlights of the series, and no other game in the franchise came close to the greatness of those two titles until RE7 was released in 2017.
The seventh entry in the series, Resident Evil 7: Biohazard swerves in its own new direction by taking the best parts of the series (a measured pace and focus on exploration) and adding a new first-person perspective. Fear is palpable everywhere and just about everything in this game can make a player jump. It immerses you like no Resident Evil before it and all of this is captured with gorgeous (or grotesque) visuals and incredible sound design which rivals the best work ever done in video games.
While the more recent entries in the series placed a focused on action and gunplay at the expense of a methodical, brutal form of horror, Resident Evil 7 does the opposite. Yes, folks, Resident Evil is terrifying again, and a bold and successful reinvention of the franchise. The long-overdue return to survival horror was just what the franchise needed and it ends up making Resident Evil 7 one of the best games in the series. (Ricky D)
3 – Resident Evil 2
If we’re talking the older style, survival-horror roots of the Resident Evil franchise, you won’t find a single game in the series that can match Resident Evil 2. RE2 is still considered by some to be the best game to ever bear the Resident Evil name and regularly finds itself in the top 5 survival-horror games of all time. It’s not hard to see why the game made such a big splash as it improves upon the original in nearly every conceivable way imaginable. The main thing worth noting is just how different its campaign is depending on who you select at the beginning. Claire and Leon take radically different routes to the end game, even meeting and interacting with completely different characters from one another, and battling alternate bosses to boot.
The use of the A/B scenario system here is a masterstroke that cannot be overstated, as it makes for four different campaigns to play through, each with its own revelations and plot twists to discover. It also helps that the dark elements are expanded and the mythology takes on a conspiratorial tone which suggests a much more menacing set of antagonists pulling the strings from behind the scenes. Finally, you have more diverse environments, better production values (read: no god-awful live-action scenes) and the introduction of the indestructible stalker trope that remains an essential part of the series to this day. A classic in every sense of the word, if you dig survival-horror, you owe it to yourself to seek out RE2. (Mike Worby)
2- Resident Evil 2 Remake
If the original RE2 was a perfect sequel, the new Resident Evil 2 is a prime example of how to remake a classic while staying faithful to the original. While the word “Remake” doesn’t appear in the title, Resident Evil 2 (2019) is, in fact, a remake of the PS1 original. Capcom built the game from the ground up, changing a few things here and there, and for the most part those changes have improved what was already a great game. Much of the critical acclaim has centered on RE2’s gameplay and thick atmosphere, and much like Resident Evil 7, Capcom has made a game that is visually stunning throughout. Resident Evil 2 has just the right amount of retro appeal, capturing the spirit of the original without being bound by it.
There are no longer any loading screen doors, and Claire and Leon no longer move like tanks thanks to a new claustrophobic, over-the-shoulder, third-person perspective that helps elevate the action and opens up new possibilities for the series’ classic puzzle-solving. Resident Evil 2’s controls are incredibly intuitive, and while the classic static angles may be missed by fans of the original, I’d argue that the new camera system actually heightens the tension. By allowing the player to have more control of what they see, more often than not a player will unintentionally put themselves in danger. For those who enjoy tight, tense, graphic horror, this game offers an ample helping, something that might not have been possible without such a major overhaul.
Capcom’s new Resident Evil 2 — which was released twenty-one years after the PlayStation original — is everything one can hope from a video game remake. It preserves enough of the source material to feel like a respectful tribute, yet changes just enough to warrant its existence. This is one of the best horror games ever made — and proof that cannibalizing old material sometimes works fiendishly well. While I have fond memories of the original game, RE2 (2019) is smarter, tighter, and far scarier — start to finish. It’s a masterclass in environmental design, sound design, level design, and atmosphere. All of that and more makes Resident Evil 2 one of the best remakes — er, ‘re-envisionings’ — of a horror classic (game or otherwise).
1- Resident Evil 4
Series creator Shinji Mikami reinvented the wheel with the fourth installment of Capcom’s pivotal survival horror series. The over-the-shoulder third-person aiming system reinvigorated the genre and the innovative quick time events added an extra layer of suspense to the proceedings. Coupled with gorgeous cinematics – a vast, upgradeable arsenal – some of the most memorable boss fights in any game and an oppressive atmosphere – it’s easy to see why Resident Evil 4 is usually cited as the best entry in the series.
Resident Evil 4 is a near-flawless game – and it paved the way for hundreds of others like it such as Uncharted, Gears of War and Dead Space to name a few. Resident Evil 4 did for the action-horror genre what Super Mario 64 did for 3D platformers. It changed the industry moving forward and like all great games, it stands the test of time. (Ricky da Conceicao)
‘Atelier Ryza’ Warms the Heart No Matter the Season
Atelier Ryza excels at creating a sense of warmth and familiarity, and could be just what you need during the winter months.
The Atelier series is something of a unicorn in the JRPG genre. It isn’t known for its world-ending calamities or continent-spanning journeys; in fact, it’s quite the opposite. The small-town feel and more intimate storytelling of Atelier games has made them some of the most consistently cozy experiences in gaming, and Ryza is no exception. No matter if it’s this winter or next, here’s why Atelier Ryza is the perfect type of RPG to warm your heart this winter.
Like a Warm Blanket
Unlike protagonists from other entries in the franchise, Reisalin Stout (or Ryza for short) has never stepped foot in an atelier or even heard of alchemy at the start of her game. Instead, she’s just a fun-loving and mischevious girl from the country who spends her days in search of adventure with her childhood pals Lent and Tao. It’s this thrill-seeking that eventually leads the trio to meet a mysterious wandering alchemist and learn the tricks of the trade.
The entirety of Atelier Ryza takes place during summer, and it’s clear that the visual design team at Gust had a field day with this theme. In-game mornings are brought to life through warm reds, yellows, and oranges, while the bright summer sun beams down incessantly in the afternoon and gives way to cool evenings flooded by shades of blue and the soft glow of lanterns. Ryza’s visual prowess is perhaps most noticeable in the lighting on its character models, which are often given a warm glow dependent on the time of day.
The cozy sensibilities of the countryside can be felt elsewhere as well. The farm Ryza’s family lives on aside, the majority of environments are lush with all manner of plant life, dirt roads, and rustic architecture. Menus feature lovely wooden and papercraft finishes that simulate notepads or photos on a desk. Townspeople will even stop Ryza to remark on how much she’s grown and ask about buying some of her father’s crops. Everything just excels at feeling down-to-earth homey.
An Intimate Take on Storytelling
Kurken Island and the surrounding mainland feel expansive as a whole but intimate in their design. This is partially due to the readily-accessible fast travel system that Atelier Ryza employs; instead of a seamless open world, most players will find themselves jumping from location to location to carry out quests and harvest ingredients for alchemy. However, there’s still strong incentive to explore the nearby town thanks to tons of random side quests and little cutscenes that trigger as players progress through the main story.
It’s an interesting way to tackle world-building. Instead of relying on intricate dialogue like The Outer Worlds or massive cinematic cutscenes like Xenoblade Chronicles 2, Atelier Ryza lets players get a feel for its world rather naturally through everyday conversations. These scenes run the gamut from Ryza’s parents yelling at her to help more around the farm to running into and catching up with old friends who’d moved overseas. They’re unobtrusive and brief, but the sheer number of them gradually establishes a cast that feels alive and familiar.
Of course, post-holidays winter is also the season for more somber tales. The relationship between Lent and his alcoholic father is striking in its realistic depiction of how strained some father-son relationships can become.
The narrative escalates subtly: An early cutscene shows Mr. Marslink stumbling onto Ryza’s front lawn thinking it’s his. Then an event triggers where the neighborhood jerks tease Lent about being the son of the town drunk. Lent’s house is a small shack pulled back from the rest of the town, and visiting it triggers one of the few scenes where Ryza can actually talk to Mr. Marslink himself. The situation eventually reveals itself to be so bad that it completely explains why Lent is gung-ho about being out of the house whenever he can.
Though Lent’s general character motivation is wanting to get stronger and protect the town, it’s the heartfelt insights like these that make him much more relatable as a party member. Atelier Ryza features no grand theatrics or endless bits of exposition, but instead favors highlighting interpersonal conversations as Ryza continues to learn more about the people and world around her.
Cozy games rarely get enough credit. Just like the Animal Crossing series or Pokemon: Let’s Go provides players with a warmth that can stave off the harshest of winters, Atelier Ryza succeeds in being the lighthearted, touching JRPG fans wanted. It’s both aesthetically pleasing and heartwarming in the way it builds out its world and cast of characters, and seeing Ryza gradually grow more confident and capable is a joy unto itself. If you’re in need of a blanket until Animal Crossing: New Horizons comes out in March, you can’t go wrong here.
PAX South 2020 Hands On: ‘The Artful Escape,’ ‘Foregone,’ and ‘Tunic’
This past weekend, PAX South 2020 brought a huge variety of promising indie games to the show floor in San Antonio. Here are just a few of the most remarkable games I got to try, including a hardcore action game, a classic adventure, and an experience that can only be described as dreamlike.
Simply put, Tunic is a Zelda game, but foxier. Tunic takes significant inspiration from the classic Zelda formula, complete with an overworld to explore, puzzles to solve, enemies to fight, and a protagonist clad in green. My demo even began by leaving me weaponless and forcing me to venture into a nearby cave in order to discover my first weapon.
Yet there’s nothing wrong with following such a traditional formula. At a time when Nintendo has largely stopped creating new games in the style of its classic Zeldas, it’s left up to other developers to rediscover the magic of the original gameplay style. Based on my time with the game, Tunic achieves exactly that, reimagining the charm of A Link to the Past for the current generation with gorgeous visuals and modern design sensibilities. The biggest difference from its predecessors is its green-clad hero is a fox, and not a Kokiri.
All, that is to say, is that if you’ve ever played a 2D Zelda, then you’ll know exactly what to expect from Tunic. It starts by dropping the foxy little player character into a vibrant, sunny overworld, and true to form, your inventory is completely empty and the environment is full of roadblocks to progress. Simple enemies abound, and although its greatest Zelda inspirations lie with those from the 2D era, it also includes an element from the 3D games due to its inclusion of a targeting system in order to lock onto specific opponents. What followed next was a linear, straightforward dungeon that focused on teaching the basics of exploration and item usage. It was extremely simple but hinted at plenty of potential for the full game later.
Tunic’s gameplay may hearken back to the games of old, but its visual presentation is cutting edge. It features gorgeous polygonal 3D visuals, loaded with striking graphical and lighting effects, making its quaint isometric world truly pop to life. My demo didn’t last very long, but the little bit I played left me excited for Tunic’s eventual release on Xbox One and PC. It could be the brand-new classic Zelda experience that fans like myself have long waited for.
These days, nearly every other indie game is either a roguelike or a Metroivdvania. Just by looking at Foregone, I immediately assumed that it must be one of the two based on appearances alone. Yet when I shared those assumptions with the developers, Big Blue Bubble, the response in both cases was a resounding, “No.”
Foregone may look like it could be procedurally generated or feature a sprawling interconnected world, but that simply isn’t the case. The developers insisted that every aspect of the game world was intentionally crafted by hand, and it will remain that way in each playthrough. Likewise, although there is some optional backtracking at certain points in the game, Foregone is a largely linear experience, all about going from one point to another and adapting your strategy along the way. In a generation where nonlinearity reigns supreme, such straightforward design is refreshing to see.
If there’s any game that seems like an accurate comparison to Foregone, it would have to be Dark Souls. From the very start of the demo, the world of Foregone is inhabited with fearsome enemies that don’t hold back. If you don’t watch what you’re doing, it can be easy to get overwhelmed and fall under the pressure. Thankfully, there’s a broad assortment of abilities at your disposal, such as a wide area of effect move that can stun enemies within a wide radius, and a powerful shield that can block many attacks. I fell many times during my time with the game, but it never felt unfair. Rather, it merely felt like I wasn’t being smart enough with my own ability usage, and I was encouraged to keep jumping back into the world for just one more run, this time armed with better knowledge of my own abilities and potential strategies.
And it’s a beautiful game too. Rather than featuring the typical pixelated aesthetics often associated with platformers, the world is actually built-in 3D with a pixelated filter applied on top of it. This allows for a uniquely detailed environment and distinctly fluid animations. Foregone looks to be a worthwhile action game that should be worth checking out when it hits early access via the Epic Games Store in February, with a full release on console and PC to follow later this year.
The Artful Escape
Bursting with visual and auditory splendor, The Artful Escape is easily the most surreal game I played at PAX South. The demo may have only lasted about ten minutes, yet those ten minutes were dreamlike, transportation from the crowded convention to a world of color, music, and spirit.
As its name would suggest, The Artful Escape is an otherworldly escape from reality. Its luscious 3D environments are populated with 2D paper cutout characters, its dialogue leans heavily into the mystical (the player character describes his surroundings with phrases like “a Tchaikovsky cannonade” and “a rapid glittering of the eyes”), and its music often neglects strong melodies in favor of broad, ambient background themes. This all combines to create a mystical, almost meditative atmosphere.
It only helps that the platforming gameplay itself is understated, not requiring very much of you but to run forward, leap over a few chasms, or occasionally play your guitar to complete basic rhythm games. This gameplay style may not be the most involved or exciting, but it allows you to focus primarily on the overwhelming aesthetic majesty, marching forward through the world while shredding on your guitar all the while.
This Zenlike feel to the game is punctuated with occasional spectacular moments. At one point, a gargantuan, crystalline krill called the Wonderkrill burst onto the screen and regaled me with mystic dialogue, while at another point, I silently wandered into a herd of strange oxen-like creatures grazing in a barren field as the music began to swell. The demo was filled with such memorable moments, constantly leaving my jaw dropped.
For those who think that games should be entertaining above all else, The Artful Escape might not be so enthralling. Its platforming is extremely basic and its rhythm minigames are shallow at best. For players who think that games can be more than fun, however, The Artful Escape is set to provide an emotional, unforgettable experience, an escape that I can’t wait to endeavor.
PAX South Hands On: ‘Boyfriend Dungeon’ Wields Weapons of Love
A weapon is an adventurer’s best friend, and Boyfriend Dungeon is focused on deepening that relationship.
In most games, weapons are straightforward objects. Sometimes they can be upgraded or personalized, but at the end of the day, they function as little more than tools for a single purpose: to cut down enemies and make progress in the game. Boyfriend Dungeon, however, proposes a different relationship with your weapons. They’re more than just objects. Instead, they’re eligible bachelors and bachelorettes that are ready to mingle.
Boyfriend Dungeon is a dungeon crawler and dating sim hybrid all about forging an intimate bond with your weapons and, after demoing it at PAX South, this unique mix seems to be paying off.
There are two main activities in Boyfriend Dungeon: exploring the loot-filled dungeons (referred to as “The Dunj”) and romancing the human forms of your weapons. There’s been plenty of great dungeon crawlers in recent years, but Boyfriend Dungeon sets itself apart by humanizing its weaponry. This concept may sound strange on paper, but Kitfox games director and lead designer Tanya X. Short is confident that players have long been ready for a game just like this.
“A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.
“I think the fans of Boyfriend Dungeon have been out there for years, waiting. I remember when I was in university ages ago, I was sure someone would have made a game like this already… but I guess I needed to make it myself!” She adds that “A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.
My demo with Boyfriend Dungeon began simply enough. After a brief character creation phase where I chose my appearance and my pronouns (he/him, she/her, or they/them), I was dropped into the stylish, top-down hub world of Verona Beach. Here I could explore the town and choose where to date my chosen weapon. I decided to head to the public park to meet Valeria, a swift and slender dagger.
“Today I’m writing dates with a scythe, and that’s beautiful.”
Upon reaching the park, I discovered Valeria in her dagger form. When I picked up the weapon, a beautiful anime-style animation commenced in which she transformed into her human form. What followed was a visual novel-style date sequence complete with detailed character art and plenty of dialogue options to help romance your date.
The dialogue is full of witty, self-aware humor and charm – there were more than a few jokes about axe murderers along with other weapon-related puns, for example. Short herself put plenty of love into the writing. “Writing dates with weapons is a joy I never knew could be part of my job, but here we are. Today I’m writing dates with a scythe, and that’s beautiful.”
I loved my date with Valeria, but she’s not the only potential mate in Boyfriend Dungeon. Rather, there’s a cast of five potential partners in the game, each of them hailing from distinct backgrounds and identities. “When I was coming up with the cast for Boyfriend Dungeon, I tried to imagine as many kinds of people and personalities that I could be attracted to as possible.”
Short drew from her own personal experiences in creating the cast. “I was very lucky to meet my partner many years ago, so I haven’t actually dated many people in my life, but I become fascinated with people I meet very easily, and they can provide inspiration. Whether they’re upbeat and reckless, or brooding and poetic, or gentle and refined…there’re so many kinds of intriguing people out there. And in Boyfriend Dungeon, I hope.”
After building up this bond during dialogue, it was time to put it to the test by exploring the Dunj. Of course, this isn’t the typically dreary dungeon found in most other dungeon crawlers. Instead, it’s an abandoned shopping mall overrun with monsters to slay and loot to discover with your partner weapon.
Combat is easy to grasp, focusing on alternating between light and heavy attacks and creating simple combos out of them. Just like how the dating content aims to be inclusive for people of different backgrounds, Short hopes for the combat to be accessible for players of different levels of experience as well. “Hopefully the dungeon combat can be approachable enough for less experienced action RPG players, but still have enough challenge for the people that want to find it.”
Based off the demo, Boyfriend Dungeon seems to achieve this goal. I loved learning simpler moves and discovering new combos with them. Movement is fast, fluid, and intuitive, making it a pleasure to explore the Dunj. Succeeding in dungeons will also result in a stronger relationship with your weapons, so it’s in your best interest to perform well during combat. Of course, your weapons don’t simply level up – instead, their love power increases.
“Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”
Fighting and dating may seem like two disparate concepts, but in practice, they manage to mesh surprisingly well. “The game is mostly about switching from one [gameplay style] to the other,” Short says, “and it’s nice for pacing, since you often want a breather from the action or get restless if there’s too much reading.”
The overarching story and general experience remain relatively firm throughout the whole game regardless of your decisions, but Short encourages players to enjoy the ride they take with the weapon they choose. “Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”
In Boyfriend Dungeon, your weapons can wage more than just war. Rather, they can spread love and lead to deeply fulfilling relationships. Boyfriend Dungeon is one of the most refreshing games I played at PAX thanks to its engaging dungeon exploration and combat and its surprisingly positive view of weaponry. That’s the mission of peace that Short had in mind with the game: “It feels like a difficult time in the world right now, but that’s when we most need to find love and compassion. Let’s try our hardest to be kind.”
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