Resident Evil : A Franchise Wearing Many Hats
Resident Evil is a franchise that needs no introduction. Since its debut in March 1996 on the original
PlayStation, it has stood as the flagship of the survival horror genre, spawning 12 mainline entries and
countless spin-offs such as the Outbreak and Gun Survivor series.
For nearly 30 years, fans have had no shortage of content to dive into, but depending on when you first discovered the series, your idea of the “traditional” Resident Evil experience may differ. With the 13th installment, Requiem, set to release this coming February, I encourage all who plan to review it to keep one thing in mind...
From the “veterans” who insist tank controls are essential to the fear factor, to the Resident Evil 4 purists who swear by its perfect blend of action, horror, and B-movie camp, all the way to the newcomers who joined with Resident Evil 7: Biohazard and see the grounded, first-person approach as the fresh air the series desperately needed—every generation of fans carries a different vision of what Resident Evil should be. Some see evolution as betrayal, while others see it as survival, and that ongoing tug-of-war is what keeps the franchise so fascinating nearly three decades later.
Whichever camp you fall into—whether you’re a veteran, a purist, or one of the many other types of fans —you’re right. There isn’t a single wrong opinion when it comes to Resident Evil, because the truth is, the series has always been all of the above. Newer fans tend to dismiss the original trilogy (plus Code Veronica and Zero) for leaning too heavily on puzzles and clunky controls that got in the way of combat and spectacle.
Meanwhile, veterans argue the next trilogy (4, 5, and 6) traded too much atmosphere for bombastic set pieces and over-the-top action, stripping away the horror roots entirely. Ironically, the only thing both groups seem to agree on is that the first-person era (Biohazard, Village, and now Requiem) was a misstep—its protagonists seen as too timid, too fragile, too humorless... and, worst of all, incapable of punching boulders.
Starting with the original trilogy, Resident Evil can feel dated by today’s standards, but when the first game—followed by the Director’s Cut—was released, it had no blueprint to follow. No game before it had pushed the boundaries of horror so effectively. The inspiration from Capcom’s earlier title Sweet Home (1989) is clear in the mansion setting and the doorway transitions. In fact, Resident Evil’s development began in 1993 as a remake of the Famicom game, only to switch focus after Capcom lost the rights. While Sweet Home relied on a laser disc and VHS tape to amplify the horror, Resident Evil used FMV sequences to set a chilling atmosphere.
But the horror didn’t just come from the environment. Players took control of the S.T.A.R.S. Alpha team—
six of Raccoon City’s top officers—sent to investigate the Arklay Mountains. They arrived armed with the
best weapons available, flown in by expert helicopter pilot Brad Vickers, only to find themselves
outnumbered, under-equipped, and trapped in a living nightmare. The mansion was a madhouse, filled
with vicious monsters, deadly traps, and death around every corner. Guns alone were never enough.
Bringing horror to life while putting players in control of characters who should have been able to handle it was no small feat. It was achieved by fine-tuning combat so that at the start of every encounter, you had to ask yourself: Do I need to fight? Will it be worth it? Do I have the resources to survive later if I engage here? Meanwhile, the abominations were closing in, ever-hungry. Combat was the core challenge, forcing you to think strategically about weapons, tactics, and scarce resources. Some enemies could be avoided with skill, but most had to be confronted to progress. Scared or not, survival meant fighting through the nightmare.
Saying the second trilogy is “better” simply because it emphasizes combat does a disservice to the delicate balance of the original trilogy—a balance that’s been showcased beautifully through the faithful remakes of RE1 (2002), RE2 (2019), and RE3 (2020). While the fan base as a whole has been less forgiving of the RE3 remake, and some critiques are absolutely valid, here at The Maelstrom Hold we appreciate the careful adjustments made to align the story and set the stage for the franchise’s continued evolution.
Then there are the added challenges, like the gauntlets at the end of each installment featuring hidden labs, which practically turn the games into shooting galleries. Trust me, I could gush about Resident Evil all day, but we’d be here forever. And if that isn’t enough combat for you, Resident Evil 2: DualShock Edition introduced one of the franchise’s most beloved modes: Battle Mode, later renamed Mercenaries. A literal gauntlet of monsters and hazards for four playable characters, not to mention the 4th Survivor mode starring Hunk, who is fearless in the face of anything—survival over horror, every time.
But the original trilogy isn’t the only target of fan scrutiny. The GameCube era ushered in a bold new direction for the franchise, beginning with Resident Evil 4, which started development in 1999 and released six years later in 2005. So action-heavy was this sequel that one of its early, scrapped builds would later inspire an entirely new franchise centered around stylish combat: Devil May Cry (2001).
Resident Evil 4 (2005), a GameCube exclusive—go ahead, get your laughs out now—redefined the
franchise in several ways. The most important change was an overhaul of combat: tank controls were
gone, replaced with an over-the-shoulder camera and laser sights for every projectile, including
grenades, so even throwing explosives felt precise.
This shift was justified. You now had a choice of 26 different weapons, a vastly expanded arsenal—but the enemies also received an upgrade. Standard zombies were replaced by Las Plagas, highly resilient humanoids capable of dodging, ducking, and countering your attacks—sometimes with their own “laser sights” for added flair.
Despite this emphasis on action, RE4 never abandoned horror. Without loading screens between rooms, anything could be waiting just around the corner. Add the responsibility of escorting Ashley Graham, and you find yourself in the same familiar tension of the original trilogy: how can I conserve my limited resources to survive the next chapter? And when escape isn’t an option, combat becomes a nerve- wracking, high-stakes affair against a wide variety of grotesque monsters and bioweapons.
Viewed as part of a natural progression rather than isolated entries, the heart and soul of Resident Evil remain alive in every game. Granted, the next two main titles—RE5 and RE6—leaned heavily into story- driven combat set pieces. But remember, RE5 became the franchise’s best-selling entry, and while RE6 wasn’t universally loved, it was ambitious, pushing the series in new directions. Not everything landed— let’s mostly forget Carla and Simmons—but almost every fan has that one memorable moment that makes them think, “Yeah... that was cool.” For us, it was the missile over China.
That brings us to the newest entries: Resident Evil 7: Biohazard and Village, and of course, the franchise’s most divisive new protagonist, Ethan Winters. Biohazard was meant to be a fresh start, and many fans believe Capcom over corrected after RE6, which was widely criticized for feeling more like a Michael Bay spectacle than a survival horror game.
In many ways, that criticism is fair. Resident Evil was the standard-bearer of survival horror, yet RE6 barely scared anyone, replacing tension with nonstop explosions, giant monsters, and over-the-top set pieces. With Biohazard, Capcom scaled things down, returning to a single, isolated homestead in Louisiana, asking one key question: does this recapture what Resident Evil is really about?
The answer lies in a feature fans first encountered in earlier entries like the B scenario in RE2 and Nemesis: the relentless stalker enemy. Few things are as terrifying as feeling eyes on you at all times, knowing danger could be behind any door. Jack Baker embodies this perfectly. He isn’t just trying to kill you—he wants you to join the family, to satisfy Eveline, and in his mind, you’re nothing more than a chew toy for his amusement.
The series’ trademark campiness is also present, from obvious Evil Dead nods during the chainsaw battle to moments that swing between horror and absurdity—like Jack Baker joyriding in a car and shooting himself in the face, just to show Ethan the stakes.
Classic elements return as well: save spots are back, now in the form of tape recorders; Metroidvania-
style puzzles gradually unlock and expand the map; and varied enemy designs keep you constantly
strategizing which weapons to bring. In every way, Biohazard and Village embody the spirit of traditional
Resident Evil, blending tension, survival, and just enough dark humor to make the horror memorable.
And then you meet Lucas...
From the Happy Birthday sequence all the way to the final boss, this section of Biohazard delivers a familiar thrill reminiscent of the second trilogy. Lucas isn’t just playing games—he’s trying to torture you. He wants you to die, but only in a way that amuses him. Elaborate traps inspired by Jigsaw, hordes of molded enemies keeping you constantly on the move—Leon would be proud of how Ethan handles himself.
That said, Ethan is the real point of contention for many fans. People had grown attached to the franchise’s established characters: Chris battling Umbrella, Leon’s journey from rookie zombie slayer to wisecracking professional with a leather jacket, and countless others. So starting an entirely new story with a brand-new protagonist was a bold, and for some, odd choice. But it was intentional. The main characters were never the ones you played—they were the ones you fought. Ethan’s role was never meant to be flashy; he was a surrogate for the player. His story is full of connections to the wider Resident Evil universe: Alyssa Ashford’s articles, Clive O’Brian’s BSAA journals, George Trevor constructing the Baker Estate, and more. Yet Ethan himself isn’t one of them—he’s the everyman, the player’s stand-in. Until the third-person perspective was added in Village, he didn’t even have a distinct face. He was simply a man searching for his wife after three years, thrust into a nightmare. Experiencing the horrors through his eyes—in first person, and for the first time in VR—made the fear deeply personal. And in a nod to the wider saga, he is ultimately rescued by none other than Chris Redfield.
“The residents just aren’t as evil as they used to be.”
Resident Evil Village follows a similar pattern but leans closer to the RE4 formula, reintroducing Mercenaries Mode and, sadly, concluding Ethan Winters’ storyline. Both games were carefully updated to incorporate the elements fans consider essential to a proper Resident Evil experience—a series that has never shied away from experimenting with side projects like Outbreak or Dead Aim.
Looking at the franchise as a whole, it’s clear that Resident Evil has never been a series confined to a single formula. From the tense, puzzle-filled corridors of the original trilogy to the action-packed spectacles of RE4 through RE6, and finally to the intimate, first-person terror of Biohazard and Village, the series has continually evolved while staying true to its core: survival, resourcefulness, and fear. Every era introduced new ideas, new mechanics, and new ways to challenge players, and every era has its fans, its critics, and its unforgettable moments.
The beauty of Resident Evil lies in its ability to appeal to every kind of fan, whether you’re a veteran nostalgic for tank controls, a purist who thrives on careful combat, or a newcomer drawn to immersive horror and first-person tension. The characters may change, the scope may shift, and the threats may evolve, but the essence of the series remains. It’s about putting you, the player, in a world that is terrifying, unpredictable, and sometimes absurd, and forcing you to survive.
With Requiem on the horizon, the franchise continues its legacy—inviting both old fans and new to step back into the nightmare. No matter when you first picked up a controller, Resident Evil remains a living, breathing entity: a series that is always willing to push boundaries, challenge expectations, and above all, keep players on edge. After nearly 30 years, it’s clear that the heart of Resident Evil is not just in the monsters or the scares—it’s in the experience of survival itself, and that experience is as alive today as it was in Raccoon City all those years ago.