Category: Resident Evil

  • From Ethan to Grace: How RE9’s Protagonist Represents a New Kind of Vulnerability

    The Resident Evil franchise has always been defined by its protagonists – from the veteran S.T.A.R.S. members who launched the series to the everyday civilians thrust into nightmare scenarios. With Resident Evil 9: Requiem introducing Grace Ashcroft as the lead character, Capcom is once again reimagining what it means to be vulnerable in a world of bioterror. But Grace represents something entirely new: a protagonist who bridges the gap between professional competence and genuine terror.

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    The Evolution of Vulnerability in Resident Evil

    The S.T.A.R.S. Era: Professional Competence

    The original Resident Evil protagonists – Chris Redfield, Jill Valentine, and later Leon Kennedy and Claire Redfield – established the series’ foundation with characters who possessed varying degrees of training and experience. Chris and Jill were elite special forces operatives, while Leon was a rookie cop and Claire a college student. Yet all four shared a common trait: an almost supernatural ability to adapt to increasingly absurd situations.

    These characters, particularly in their modern iterations, have become nearly superhuman. Chris punches boulders, Leon performs impossible acrobatics, and Jill maintains her composure even when faced with the most grotesque bioweapons. Their vulnerability was always more circumstantial than personal – they were outnumbered, outgunned, or caught off guard, but rarely genuinely helpless.

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    The Ethan Experiment: Faceless Terror

    Resident Evil 7 introduced Ethan Winters, representing Capcom’s attempt to return to the series’ horror roots through the ultimate everyman protagonist. Ethan’s faceless design and civilian background were deliberate choices to maximize player immersion and vulnerability. Director Koshi Nakanishi wanted players to feel like they were experiencing the horror firsthand, not watching a capable action hero navigate it.

    Ethan’s vulnerability was multifaceted:

    • Physical: He could be easily overwhelmed and dismembered
    • Emotional: His desperate search for his wife drove his actions
    • Experiential: He had no training for combat or survival situations
    • Mysterious: His own identity became a source of uncertainty

    However, Ethan’s faceless nature, while innovative, created an emotional distance. Players could project themselves onto him, but they couldn’t truly connect with him as a character. His stoic reactions to increasingly bizarre situations became a meme rather than a source of genuine empathy.

    Grace Ashcroft: A New Paradigm

    Professional Competence Meets Genuine Terror

    Grace represents a fascinating evolution in protagonist design. As an FBI analyst, she possesses more training than Ethan ever did. The developers have confirmed she has undergone weapons training and can handle herself better than the civilian Ethan, yet not to the superhuman degree of the series veterans.

    This positioning is crucial: Grace is competent enough to be believable in her role, but not so skilled that her fear becomes unconvincing. When she stumbles while running from the stalker enemy in the demo, it’s not because she’s incompetent—it’s because she’s genuinely terrified and experiencing something far beyond her analytical work at the FBI.

    The Mother-Daughter Dynamic

    What makes Grace’s vulnerability particularly powerful is its emotional foundation. Unlike previous protagonists who were motivated by duty, survival, or rescue missions, Grace is driven by a deeply personal quest to understand her mother’s death. This isn’t just about surviving a bioterror incident – it’s about confronting family trauma while navigating physical horror.

    The developers’ decision to show Grace’s relationship with her mother Alyssa in flashbacks serves a dual purpose. It establishes Grace as someone with real emotional stakes in the story, while also highlighting her relative inexperience compared to her mother, who survived the Raccoon City incident. Grace isn’t just fighting monsters; she’s fighting to live up to a legacy she may not fully understand.

    Visual Vulnerability

    One of the most discussed aspects of Grace’s character design is how differently she’s animated depending on the camera perspective. In third-person view, players can see her stumble, look around fearfully, and physically react to threats. These animations were specifically added to create empathy – what the developers call “emotional transference.”

    In first-person mode, these reactions are removed to maintain immersion, but the third-person animations reveal something important about Grace’s design philosophy. Unlike Leon’s confident stride or Chris’s determined march, Grace moves like someone who’s genuinely afraid and trying to survive, not someone who’s faced bioweapons dozens of times before.

    The Psychology of Modern Horror Protagonists

    Learning from Genre Evolution

    Grace’s design reflects broader changes in horror storytelling. Modern audiences, particularly those who grew up with the internet, are more sophisticated about horror tropes. They expect protagonists who react realistically to impossible situations, not action heroes who adapt instantly to fighting zombies.

    The developers acknowledged this when discussing how Resident Evil 7 was “possibly too scary” for some players. Grace offers a middle ground – she’s frightened and vulnerable, but not helpless. She grows throughout the game, gradually becoming more capable while never losing that essential humanity that makes her relatable.

    The FBI Analyst Advantage

    Grace’s background as an FBI analyst provides a unique lens through which to experience bioterror. She approaches situations analytically, looking for patterns and evidence rather than simply reacting. This creates opportunities for environmental storytelling and investigation that feel natural to her character.

    Her investigative skills also provide a narrative justification for the franchise’s traditional puzzle-solving elements. When Grace examines documents or piece together clues about her mother’s death, it feels organic to her character rather than an arbitrary game mechanic.

    Comparing Approaches to Character Growth

    The Traditional Arc: From Zero to Hero

    Classic Resident Evil protagonists typically followed a simple progression: they started capable and became more capable. Leon went from rookie cop to government agent to superhuman one-liner machine. Chris evolved from S.T.A.R.S. member to boulder-punching bioweapon destroyer.

    The Ethan Model: Mysterious Competence

    Ethan’s growth was more subtle and mysterious. He began as an apparently ordinary man but revealed superhuman resilience and an mysterious past. His character development was less about becoming stronger and more about uncovering the truth of what he actually was.

    Grace’s Journey: Emotional and Physical Growth

    Grace promises a different kind of character development. The developers have confirmed she’ll grow stronger and more capable throughout the game, finding weapons and overcoming her fear. But unlike previous protagonists, her growth appears to be both emotional and tactical.

    She’s not discovering hidden superhuman abilities or tapping into special forces training – she’s learning to cope with trauma while developing survival skills. This creates a more relatable and potentially more satisfying character arc.

    The Broader Implications

    Redefining Strength in Horror

    Grace’s design challenges traditional notions of what makes a strong horror protagonist. She’s not strong because she can fight monsters without flinching – she’s strong because she continues fighting despite being genuinely afraid. Her vulnerability becomes a source of strength rather than weakness.

    This approach reflects broader cultural conversations about mental health, trauma, and resilience. Grace doesn’t need to be fearless to be heroic; she needs to be human.

    Setting Up Future Protagonists

    Grace’s success or failure as a protagonist will likely influence future Resident Evil games. If players connect with her vulnerability and growth, we may see more protagonists who prioritize emotional authenticity over action-hero competence.

    Conversely, if players prefer the superhuman antics of characters like Leon and Chris, future games might return to that model. Grace represents a test case for whether modern audiences want more realistic, vulnerable protagonists in their horror games.

    Conclusion: Vulnerability as Strength

    Grace Ashcroft represents Capcom’s most sophisticated attempt yet to create a protagonist who feels both capable and genuinely vulnerable. By combining professional competence with emotional authenticity, she offers players someone they can both believe in and empathize with.

    Her design acknowledges that true vulnerability isn’t about being helpless – it’s about being human. In a franchise that has sometimes struggled to balance horror with action, Grace offers a path forward that honors both the series’ roots and its evolution.

    Whether Grace succeeds in becoming an iconic Resident Evil protagonist remains to be seen, but her design philosophy – vulnerability as strength, fear as authenticity, growth as both emotional and physical – represents a mature approach to horror storytelling that could influence the genre for years to come.

    The question isn’t whether Grace can survive her encounter with bioterror, but whether she can do so while remaining recognizably human. In a series where protagonists often become larger than life, Grace’s greatest achievement may be staying true to life-size.

  • Rhodes Hill vs. Raccoon City: Understanding RE9’s Multiple Locations

    One of the most persistent sources of confusion among Resident Evil 9 Requiem fans involves the game’s setting. Marketing materials prominently feature the devastated remains of Raccoon City, leading many to assume the entire game takes place within the bombed-out metropolis. However, careful examination of trailers, developer statements, and gameplay footage reveals a more complex geographic picture involving multiple distinct locations across the Arklay Mountains region.

    Understanding this geographic complexity is crucial for grasping RE9’s plot structure, Grace Ashcroft’s investigation, and how various story elements connect across different environments.

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    The Geographic Foundation: Arklay Mountains Region

    The Arklay Mountains region serves as the broader setting for RE9’s events, encompassing multiple communities and facilities that have appeared throughout Resident Evil lore. This mountainous area in the American Midwest contains interconnected locations that share contaminated history and ongoing consequences from bioweapons research.

    Raccoon City remains the region’s most significant location—the former metropolis now exists as a devastated wasteland following the 1998 thermobaric missile strike. The city’s ruins contain crucial evidence about the original outbreak and subsequent cover-up.

    Rhodes Hill exists as a distinct area within the same geographic region that was previously featured in Resident Evil Outbreak: File #2. This location has established history within the franchise and appears to play a significant role in RE9’s current events.

    Various smaller communities and facilities dot the mountainous landscape, creating a network of locations where bioweapons research, government monitoring, and cover-up operations have occurred over decades.

    This geographic distribution explains why RE9’s narrative can span multiple locations while maintaining coherence – they’re all part of the same contaminated region where Umbrella’s experiments began and their consequences continue to unfold.

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    Rhodes Hill

    Rhodes Hill’s significance in RE9 extends beyond simple geographic diversity. This area has established connections to the Resident Evil universe through its previous appearance in Outbreak: File #2, making it a location with existing lore and narrative weight.

    Established History: Rhodes Hill was previously mentioned in the “Underbelly” scenario of Resident Evil Outbreak: File #2, though it was not a playable location in that game. The area was identified as one of the destinations of the Kite Bros. Railway system in Raccoon City, served by train line 1. Rhodes Hill was presumed destroyed during the 1998 Sterilization Strategy along with the rest of Raccoon City, making its current appearance in RE9 particularly significant.

    Current Role in RE9: Rhodes Hill contains the Rhodes Hill Chronic Care Center where Grace awakens in the gameplay demo. This medical facility suggests the area now houses active treatment or research operations, indicating either continued medical activity or specialized facilities established after the 1998 Raccoon City incident.

    Why Rhodes Hill Matters: The location serves multiple crucial functions in RE9’s story structure:

    Active Operations: Unlike Raccoon City’s ruins, Rhodes Hill represents ongoing activity – medical facilities, research operations, or monitoring stations that continue functioning in the present day.

    Medical Infrastructure: The chronic care center indicates specialized healthcare capabilities, explaining why Grace was brought there and what kind of procedures were performed on her during her captivity.

    Franchise Continuity: By utilizing a location from Outbreak: File #2, RE9 connects to the broader Resident Evil universe while honoring the franchise’s lesser-known entries.

    Strategic Position: Rhodes Hill’s location within the Arklay Mountains region positions it as an ideal site for operations related to the ongoing consequences of bioweapons research.

    Raccoon City: The Devastated Historical Site

    While Rhodes Hill represents current activity, Raccoon City serves as the historical heart of RE9’s conspiracy. The bombed-out metropolis provides crucial context for understanding how past events connect to Grace’s present investigation.

    Historical Significance: As the site of the original outbreak, Raccoon City represents ground zero for the conspiracy Grace is investigating. The ruins contain evidence and documentation that can’t be found anywhere else.

    Visual Impact: The city’s devastated landscape provides powerful visual representation of the conspiracy’s ultimate consequences – over 100,000 lives lost to cover up bioweapons research.

    Nostalgic Connection: For longtime fans, exploring ruined versions of iconic locations like the RPD building creates emotional resonance and franchise continuity.

    Evidence Repository: Thirty years of abandonment means Raccoon City’s ruins likely contain preserved evidence from the original outbreak that could be crucial to understanding the broader conspiracy.

    The Wrenwood Hotel: Geographic Ambiguity

    The Wrenwood Hotel, where Alyssa Ashcroft was murdered eight years before RE9’s events, represents a crucial location whose exact geographic placement remains deliberately ambiguous. The hotel is located in an “unspecified city,” which creates several possible geographic scenarios.

    Possible Locations: The hotel’s placement could fall into several categories:

    Within Rhodes Hill: The Wrenwood Hotel might exist as part of Rhodes Hill’s community infrastructure, making it a local facility where Alyssa conducted her final investigation before being killed.

    In a Separate Community: The hotel could be located in another Arklay Mountains community, requiring travel between locations and expanding the geographic scope of the conspiracy.

    Near Raccoon City Ruins: The hotel might be positioned close to Raccoon City’s borders, allowing access to both the ruins and active facilities in neighboring areas.

    Strategic Ambiguity: Capcom may be intentionally keeping the hotel’s location vague to maintain narrative flexibility and avoid limiting story possibilities.

    Why Location Matters: The hotel’s geographic placement affects several story elements:

    Investigation Scope: If the hotel is in Rhodes Hill, Alyssa’s investigation was locally focused. If elsewhere, it suggests broader geographic reach for the conspiracy.

    Logistics: The hotel’s location determines how Grace’s investigation will unfold and what travel between locations might be necessary.

    Conspiracy Scale: The geographic distribution of key events (hotel murder, care center awakening, Raccoon City ruins) indicates how widespread the cover-up operations have become.

    The Connection Between Locations

    The relationship between Rhodes Hill, Raccoon City, and the Wrenwood Hotel isn’t coincidental – it appears strategic to the conspiracy Grace is investigating. Each location serves different aspects of the same overarching plot:

    Timeline Distribution: Rhodes Hill represents current operations (Grace’s captivity and experimentation), while Raccoon City represents historical events (the original outbreak and cover-up). The Wrenwood Hotel bridges these timelines as the site of Alyssa’s recent murder.

    Evidence Separation: Clues about the conspiracy are likely scattered across multiple locations to prevent any single site from revealing the complete picture. This distribution requires investigation across different areas to piece together the full truth.

    Operational Security: Using multiple locations provides operational security for conspiracy participants, separating active operations from historical crime scenes and reducing the risk of discovery.

    Threat Diversity: Different locations can feature different types of challenges – Rhodes Hill might harbor human antagonists and active research, Raccoon City could contain environmental hazards and evolved creatures, while the hotel area might feature investigation and stealth elements.

    Clarifying the Geographic Confusion

    Much of the confusion about RE9’s settings stems from marketing materials and fan assumptions that don’t reflect the game’s actual geographic complexity:

    Marketing Focus: Raccoon City’s iconic status makes it the primary marketing focus, but this emphasis has led fans to assume it’s the only significant location.

    Demo Context: The playable demo takes place in Rhodes Hill’s chronic care center, but many players assume they’re seeing facilities within or near Raccoon City.

    Trailer Editing: Promotional materials cut between different locations without clearly identifying geographic transitions, creating confusion about what’s where.

    Fan Assumptions: The Resident Evil community’s focus on Raccoon City has led to assumptions that all RE9 events must occur there or in its immediate vicinity.

    Gameplay and Narrative Implications

    Understanding RE9’s multiple locations has significant implications for both gameplay expectations and story comprehension:

    Environmental Variety: Players should expect dramatically different environments – Rhodes Hill’s functioning medical facilities, Raccoon City’s devastated ruins, and potentially other locations like the Wrenwood Hotel area.

    Investigation Structure: Grace’s investigation likely requires travel between locations, with different areas providing different types of evidence and story elements.

    Resource Distribution: Items, weapons, and crucial plot information will probably be distributed across multiple locations, requiring thorough exploration of each distinct area.

    Narrative Pacing: The geographic separation allows for varied pacing – intense medical horror in Rhodes Hill, exploration and discovery in Raccoon City ruins, and potentially stealth or investigation elements at the hotel location.

    The Bigger Geographic Picture

    RE9’s use of multiple locations reflects the sophisticated scope of the conspiracy Grace is investigating. This isn’t simply about one incident in one place – it’s about a network of facilities, operations, and cover-up activities that spans the entire Arklay Mountains region and potentially beyond.

    Rhodes Hill represents ongoing conspiracy operations – active medical research, survivor monitoring, and contemporary cover-up activities that continue in the present day.

    Raccoon City provides historical context and evidence – the origins of the conspiracy, buried documentation, and long-term consequences of bioweapons research.

    The Wrenwood Hotel serves as a bridge between past and present – the site where Alyssa’s investigation into historical events led to her murder, connecting decades-old conspiracies to current threats.

    By utilizing multiple distinct locations, RE9 can provide a more comprehensive exploration of the bioweapons conspiracy than any single setting could offer. Grace’s investigation necessarily spans these different areas because the complete truth has been deliberately distributed across multiple sites to prevent discovery.

    Understanding this geographic complexity isn’t just about knowing where events occur – it’s about appreciating how the conspiracy’s architects have used geographic separation as both operational security and evidence concealment. Grace’s journey between these locations represents more than travel; it represents the systematic uncovering of a conspiracy that has used geographic distribution to hide its true scope and nature.

  • Future Resident Evil Remakes: Code Veronica and RE0 Rumors

    With Resident Evil 9: Requiem set to release in February 2026, fans are already looking ahead to what comes next for the franchise. Capcom confirmed back in late 2023 that more remakes are indeed on the way, but with RE9 being their main focus, all we can really go on are leaks and rumors from various sources. The latest information suggests that two highly anticipated remakes are currently in development: Resident Evil Code Veronica and Resident Evil Zero, though both projects appear to have faced some development challenges.

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    The Source: Dusk Golem’s Track Record

    Before diving into the specific rumors, it’s important to acknowledge that most of this information comes from insider Dusk Golem (also known as AestheticGamer), a leaker with a notoriously mixed track record. While he has been correct about some Resident Evil details over the years, he’s also gotten quite a bit wrong, leading many in the community to approach his claims with skepticism. However, given the lack of official information from Capcom, these rumors represent the most substantial information we have about future remakes.

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    Resident Evil Zero Remake: Development Troubles

    According to Dusk Golem’s recent claims, Resident Evil Zero remake has encountered significant development issues. The leaker reported that the game “recently got delayed, citing some form of development reboot that occurred late last year in 2024.” This suggests that whatever progress had been made on the project was deemed unsatisfactory, forcing the development team to start over or make major changes to their approach.

    Development Team Details

    Dusk maintained that both K2 and M2 – the teams responsible for Resident Evil 4 remake’s Separate Ways DLC – were working on the Zero remake. This collaboration makes sense given both teams’ experience with the RE Engine and their proven ability to handle classic Resident Evil content with modern sensibilities.

    Limited Information Available

    Unfortunately, beyond these development troubles, very little specific information has emerged about what the Zero remake might entail. The original Resident Evil Zero was notable for its partner-swapping mechanic between Rebecca Chambers and Billy Coen, its prequel story set before the events of the first game, and its challenging difficulty. How these elements would be adapted for modern audiences remains unclear.

    Code Veronica Remake: The Most Requested Entry

    Resident Evil Code Veronica remake appears to be in much better shape, according to the same sources. This makes sense, as Code Veronica is widely considered the most requested remake among fans, having been skipped over when Capcom moved from the RE3 remake to RE4 remake.

    Strong Development Progress

    Dusk reported that “development on the Code Veronica remake is going exceptionally well. So well in fact that this remake is apparently ahead of Capcom’s internal schedule, remarking that the team behind the Code Veronica remake is very confident in the work that they are making.”

    This positive development news contrasts sharply with the reported troubles surrounding the Zero remake, suggesting that Code Veronica might see release significantly earlier than originally planned.

    Development Team Leadership

    Mainline Treatment

    In another tweet, Dusk emphasized the scope of the project: “For what it’s worth, from what I’ve heard a few times now actually, Code Veronica Remake not only is being handled by a lot of the same people as RE:2 & RE:4, but it’s being treated as a big budget mainline Resident Evil game in every way”.

    He also revealed the development timeline: “Code Veronica Remake has been in development since 2022, around 3 years of dev now. Code Veronica Remake is ahead of schedule due to a very smooth dev cycle though”.

    Potential Announcement Timeline

    Dusk suggested that Code Veronica remake could be announced sometime in 2026 as part of Resident Evil’s 30th anniversary celebration, coinciding with RE9’s release. This timing would make strategic sense for Capcom, allowing them to maintain franchise momentum after RE9’s launch while capitalizing on the anniversary celebration.

    Rumored Gameplay and Story Changes for Code Veronica

    The most intriguing aspect of the Code Veronica remake rumors involves specific gameplay and story modifications that could significantly alter the original experience.

    Wesker Boss Fight Addition

    One of the most significant rumored changes involves Albert Wesker’s role in the game. According to Dusk, “instead of a cutscene playing out depicting Albert Wesker’s fight with Chris Redfield, the remake will instead have Chris face off against Wesker in a boss fight.”

    This change would be substantial, as the original Code Veronica featured Wesker’s confrontation with Chris primarily through cutscenes. Making this encounter playable could provide a satisfying gameplay moment similar to Leon’s knife battle with Jack Krauser in RE4 remake, replacing what were originally Quick Time Event-heavy sequences with full player control.

    Chris vs. Alexia Fight Removal

    Interestingly, the same source claims that “Chris no longer fights Alexia here, which implies that this fight is seemingly going to be absent from the game or perhaps was replaced with Wesker’s boss fight.” This would be a surprising change, as Alexia Ashford serves as one of Code Veronica’s primary antagonists. However, it’s possible that this fight could be relocated to another character (perhaps Claire) or restructured in ways that weren’t clear from the leaked information.

    Expanded HCF Role

    The rumors suggest that Wesker will play a much larger role in the remake, “due in large part to the HCF, standing for Hive or Host Capture Force, which will serve as a main plot point in the remake.” The HCF (Hunk’s Capture Force) was Wesker’s special operations unit, and expanding their role could provide better setup for future games, particularly if Capcom eventually decides to remake Resident Evil 5.

    Getting a better understanding of this highly trained group of soldiers and their relationship to Wesker could add depth to the overall narrative while providing more context for Wesker’s activities between Code Veronica and RE5.

    Steve Burnside Personality Overhaul

    One of the most welcome rumored changes involves Steve Burnside, a character who has been widely criticized for his annoying personality and cringe-worthy dialogue in the original game. According to Dusk, “Steve Burnside is also slated to get a personality overhaul. Steve Burnside is going to be a bit more palatable here and less cringey at times while still keeping some of his quirky traits intact.”

    This change could significantly improve the game’s reception, as Steve’s character was often cited as one of Code Veronica’s weakest elements. Maintaining his core personality while making him more likeable would be a delicate balance, but one that could pay off substantially.

    Semi-Open World Rockfort Island

    Perhaps the most ambitious rumored change involves the game’s structure. Dusk claims that “Rockfort Island will become a semi-open world area, adding greater exploration and freedom to this eerie setting.” This would represent a significant departure from the original’s highly linear progression through the island facility.

    Such a change could make traversing Rockfort Island more immersive and potentially less frustrating than the original’s sometimes confusing layout. However, it would also represent a major structural overhaul that could fundamentally change how the game feels to play.

    Release Timeline Expectations

    Despite the positive development news surrounding Code Veronica, both remakes are still years away from release. Even with Code Veronica allegedly ahead of schedule, Dusk maintained that either remake could release in 2027, with the other following in 2028.

    This timeline makes sense given Capcom’s apparent strategy of spacing out their major Resident Evil releases. With RE9 launching in February 2026, having the next remake arrive in 2027 would provide adequate time for RE9 to have its moment while maintaining regular franchise releases.

    Other Potential Remakes: What’s Not in Development

    Interestingly, the same source claims that certain other rumored remakes are not currently in development. Specifically, Dusk reported that there is “no Resident Evil 5 remake in development at the moment,” and that “the much rumored Resident Evil 1 re-remake is not in development as far as he knew.”

    This information, if accurate, suggests that Capcom is focusing their remake efforts on the games that haven’t received modern treatment rather than revisiting titles that have already been updated (like RE1) or moving forward to entries that might require more complex handling (like RE5’s controversial elements).

    The Importance of Skepticism

    While these rumors paint an exciting picture of the franchise’s future, it’s crucial to remember that none of this information has been officially confirmed by Capcom. Dusk Golem’s track record includes both accurate predictions and significant misses, and the gaming industry is notorious for projects changing direction, being cancelled, or evolving substantially during development.

    The reported development reboot for Zero remake demonstrates how fluid these projects can be. What seems certain today might be completely different by the time these games actually release – if they release at all.

    What This Means for Resident Evil’s Future

    Assuming even some of these rumors prove accurate, they suggest that Capcom is committed to continuing the remake series while making substantial improvements to address known issues with the original games. The rumored changes to Steve Burnside and the structural modifications to Rockfort Island show a willingness to make bold alterations rather than simply updating graphics and controls.

    This approach could result in remakes that feel genuinely fresh while honoring the original games’ core appeal. However, it also carries the risk of alienating fans who prefer faithful recreations over reimaginings.

    Looking Ahead: The Remake Strategy

    The focus on Code Veronica and Zero makes strategic sense for Capcom. Both games represent significant gaps in the modern Resident Evil catalog—important entries that newcomers can’t easily experience in updated form. Code Veronica, in particular, contains crucial story elements involving the Ashford family and Claire’s character development that are referenced throughout the series.

    By modernizing these games, Capcom can provide complete access to the franchise’s history while potentially improving on elements that didn’t age well. The rumored timeline also suggests a sustainable release schedule that could keep the franchise active for years to come.

    Conclusion: Patience and Cautious Optimism

    While these rumors provide tantalizing glimpses of what might be coming next for Resident Evil remakes, fans would be wise to approach them with cautious optimism. The development troubles surrounding Zero remake serve as a reminder that game development is unpredictable, and even well-sourced rumors can prove inaccurate.

    What seems clear is that Capcom recognizes the value of their remake strategy and intends to continue it beyond the current generation of releases. Whether that means we’ll see the specific changes rumored for Code Veronica and Zero remains to be seen, but the prospect of experiencing these classic games with modern technology and design sensibilities is exciting regardless of the exact details.

    For now, fans can look forward to RE9 in February 2026 while keeping an eye out for official announcements about future remakes. If the rumors prove true, the late 2020s could be an incredibly exciting time for Resident Evil fans, with both new entries and modernized classics providing plenty of survival horror content to enjoy.

  • Why RE9 Isn’t Following Up on Village’s BSAA Cliffhanger

    When Resident Evil Village ended with that tantalizing glimpse of Chris Redfield investigating the BSAA’s use of bioweapons, many fans expected Resident Evil 9 to pick up that thread immediately. The final scenes showed Chris discovering that the BSAA had been deploying bioweapons instead of human soldiers, setting up what seemed like a major conspiracy storyline that would drive the next entry. However, as we’ve learned more about RE9: Requiem, it’s become clear that Capcom is taking the story in a completely different direction – one that returns to Raccoon City and introduces new protagonist Grace Ashcroft. While this might disappoint some fans hoping for immediate answers about the BSAA conspiracy, it’s actually perfectly in line with Capcom’s storytelling approach throughout the series’ nearly three-decade history.

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    Capcom’s Long History of Unresolved Cliffhangers

    Director Koshi Nakanishi recently addressed this exact concern in a comprehensive interview, explaining that this approach is nothing new for the franchise: “I think it’s a common experience with Resident Evil games where we don’t exactly pick up the exact thread that was left on the previous game. You know, [RE6] ended on a sort of tease of Jake, the character from that game, possibly seeing where he might go next. And then Resident Evil 7 was totally different protagonist, for example.”

    This pattern has been remarkably consistent throughout the series’ history, creating a web of unresolved storylines that could theoretically be picked up at any time. Consider these significant examples:

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    Resident Evil 6’s Jake Muller Setup

    Perhaps the most glaring example of an abandoned cliffhanger is Jake Muller from Resident Evil 6. The game ended with Jake, Albert Wesker’s son, establishing himself as a freelance mercenary fighting bioterrorism incidents around the world. The final cutscene showed him taking on contracts to help people affected by bioweapons, leveraging his superhuman abilities inherited from his father’s viral enhancements. This setup was so obvious that many fans assumed Jake would become a recurring character, possibly even the protagonist of RE7. Instead, he vanished completely from the series, with no mentions or references in subsequent games.

    The Sherry and Jake Dynamic

    RE6 also established a compelling relationship between Sherry Birkin and Jake Muller – two characters with unique viral immunities that could have driven fascinating future storylines. Sherry, infected with the G-Virus as a child in RE2, had developed incredible regenerative abilities. Jake possessed antibodies that made him immune to the C-Virus. Together, they represented a new generation of characters who could survive in bioweapon-infested environments in ways that traditional protagonists couldn’t. The game strongly hinted at a romantic relationship developing between them, and their combined abilities suggested they could be perfect partners for future bioterrorism investigations. Yet this dynamic was completely abandoned, leaving fans to wonder what happened to both characters.

    Code Veronica’s Steve Burnside Mystery

    While not exactly a cliffhanger, Steve Burnside’s fate in Code Veronica created questions that remain unanswered decades later. After being infected with the T-Veronica virus and apparently dying while saving Claire, Steve’s body was taken by Albert Wesker, who stated he might be useful for his plans. This clear setup for Steve’s potential return – possibly as a bioweapon or test subject – was never explored in any subsequent game. The 2023 rumors about Steve getting a personality overhaul in a potential Code Veronica remake suggest Capcom might finally address this loose thread, but it’s taken over 20 years to even consider it.

    The Umbrella Chronicles Revelations

    Even the Chronicles games, designed to fill in backstory gaps, created their own unresolved elements. The destruction of Umbrella’s Russian facility and various character fates established in these games have never been properly followed up in mainline entries, despite containing significant story developments.

    The RE7/RE8 Exception That Proves the Rule

    Interestingly, Resident Evil 7 and 8 represent the rare exception to this pattern – they’re the only two mainline games that directly continue each other’s story with the same protagonist and supporting cast. As one content creator noted in their analysis: “Seven and eight were the only two games where eight was like the direct sequel of something which was seven. It was the direct sequel from seven. Those are the only two games that were basically connected.”

    This direct connection was unusual for the series and created expectations that this new approach might continue. The Winters saga told a complete story arc across two games, following Ethan’s journey from RE7’s Louisiana bayou to Village’s European setting, culminating in his sacrifice to save his daughter Rose. This narrative cohesion was refreshing for long-time fans who had grown accustomed to fragmented storylines.

    However, this exception actually makes the shift away from the BSAA storyline in RE9 even more notable, while simultaneously representing a return to the series’ traditional approach of jumping between different storylines and protagonists.

    The Pattern of Franchise Reinvention

    Looking at the series’ history, each numbered entry has often served as a soft reboot or significant pivot point:

    • RE1 to RE2: Moved from the isolated mansion to an urban outbreak
    • RE2 to RE3: Expanded the Raccoon City incident with new perspectives
    • RE3 to RE4: Completely overhauled gameplay and moved to a rural European setting
    • RE4 to RE5: Shifted to co-op action in Africa
    • RE5 to RE6: Attempted a globe-spanning action epic
    • RE6 to RE7: Returned to horror roots with a completely new perspective and protagonist
    • RE8 to RE9: Another perspective shift while returning to series origins

    This pattern suggests that major narrative shifts aren’t anomalies – they’re fundamental to how Capcom approaches the franchise’s evolution.

    Returning to Mainline RE Story Elements

    Nakanishi explained the reasoning behind focusing on Raccoon City instead of the BSAA in detail: “Although, at the end of Village, we saw Chris Redfield at the BSAA in action. We decided to return to the more general mainline story of the series for this entry. So, it’s looking towards Raccoon City. And after so many years not having seen this location, catching up on where we’re at with that and picking that up as the main thread.”

    This decision represents a conscious choice to:

    Reconnect with Series Origins

    Raccoon City represents the foundation of everything that defines Resident Evil. The location where the T-Virus outbreak first reached public attention, where Umbrella’s crimes were exposed, and where legendary characters like Leon Kennedy, Claire Redfield, and Jill Valentine had their defining experiences. By returning to this location 30 years later, RE9 can explore the long-term consequences of those original events in ways that previous games haven’t addressed.

    Explore Untold Stories

    The game’s synopsis mentions a “hidden truth” about the Raccoon City incident, suggesting that even after decades of games, movies, and supplemental material, there are still secrets to uncover. This approach allows Capcom to revisit their most iconic setting while justifying it with new revelations rather than simple nostalgia.

    Bridge Old and New

    Grace Ashcroft’s connection to Alyssa Ashcroft (a character from the often-overlooked Outbreak games) demonstrates how RE9 aims to honor deep-cut series lore while introducing new characters. This approach satisfies longtime fans while providing entry points for newcomers.

    Focus on Government Conspiracy Elements

    RE9’s emphasis on government cover-ups and hidden truths returns to themes that were central to early games but haven’t been fully explored in recent entries.

    Different Directors, Different Visions

    The change in creative leadership from Village to RE9 cannot be understated in understanding this narrative shift. Nakanishi, who directed RE7 and is now directing RE9, was not involved in Village’s development. This change naturally brings different priorities and storytelling approaches.

    Nakanishi’s Horror Philosophy

    Nakanishi has consistently demonstrated a preference for psychological horror over action spectacle. His approach to RE7 emphasized claustrophobic tension, resource scarcity, and genuine terror – elements that defined classic Resident Evil games. In interviews about RE9, he’s mentioned wanting to create a “roller coaster” of tension and release that exceeds previous entries in the series.

    Thematic Consistency

    Nakanishi has shown particular interest in exploring themes of family, trauma, and the cost of survival. RE7 dealt with a dysfunctional family corrupted by bioweapons, while RE9 focuses on a daughter uncovering the truth about her mother’s death. This thematic throughline suggests a director more interested in personal stories than global conspiracies.

    Connections to Previous Work

    There are strong hints that RE9 will connect to RE7 through the Connections crime syndicate, potentially providing closure to storylines that Nakanishi himself established. This personal investment in resolving his own narrative threads makes more sense than picking up another director’s cliffhanger.

    The BSAA Story Isn’t Dead – Just Dormant

    Nakanishi was careful to reassure fans that abandoning the immediate BSAA storyline doesn’t mean those characters and plots are gone forever: “It doesn’t mean those other characters aren’t out there somewhere getting on with business, but we’re just not showing you just yet… So rest assured and I’m sure Chris is out in action somewhere in the world but for now we’re not really looking at him and we’re looking at somewhere different.”

    This statement suggests several possibilities:

    Future Mainline Entries

    The BSAA conspiracy could easily serve as the foundation for RE10 or beyond, especially if Capcom decides to return to Chris as a protagonist.

    DLC or Spin-off Content

    The investigation could be explored in downloadable content, similar to how “Not a Hero” DLC for RE7 provided closure to Chris’s story in that game.

    Multimedia Expansions

    Capcom has increasingly used CGI movies, novels, and other media to explore storylines that don’t fit into mainline games. The BSAA conspiracy could be perfect for this treatment.

    Background Integration

    RE9 might include documents, files, or references that provide updates on the BSAA situation without making it the central focus.

    Why This Approach Actually Benefits the Series

    While some fans might be frustrated by unresolved cliffhangers, this approach actually serves the series well in several important ways:

    Maintaining Narrative Flexibility

    By not being locked into direct sequels, each game can explore different themes, tones, and gameplay styles without being constrained by previous setups. This flexibility has allowed the series to reinvent itself multiple times over nearly three decades.

    Creating a Living World

    When characters and storylines continue “off-screen,” it creates the impression of a larger, more complex world where multiple events are happening simultaneously. This approach makes the Resident Evil universe feel more realistic and expansive.

    Preventing Character Overexposure

    Constantly following the same characters and conflicts could make the series feel stale or reduce the impact of major story moments. By rotating focus between different protagonists and storylines, Capcom keeps each appearance feeling special.

    Allowing for Organic Story Development

    Rather than forcing connections between games, this approach allows stories to develop naturally over time. When characters do return, it’s because their story has something meaningful to contribute, not because they were set up in a previous cliffhanger.

    Supporting Long-term Series Longevity

    Multiple ongoing plot threads mean multiple potential directions for future games, ensuring that the series can continue evolving without running out of story possibilities.

    What This Means for RE9’s Identity

    Instead of a BSAA investigation thriller featuring established characters, RE9 is positioning itself as:

    A Return to Horror Roots

    The game emphasizes survival horror over action, featuring a vulnerable protagonist who must grow stronger throughout her journey rather than starting as a capable action hero.

    An Exploration of Legacy and Trauma

    Grace’s investigation into her mother’s death provides a personal stakes narrative that grounds the larger conspiracy in emotional reality.

    A Bridge Between Eras

    By featuring locations and characters from throughout the series’ history while introducing new elements, RE9 serves as both a celebration of the franchise’s past and a foundation for its future.

    A Focused Narrative Experience

    Rather than trying to juggle multiple ongoing storylines, RE9 can tell a complete, focused story that serves its themes and characters effectively.

    The Broader Pattern in Gaming

    This approach isn’t unique to Resident Evil. Many long-running game franchises use similar strategies:

    • Grand Theft Auto typically features new protagonists and locations
    • The Elder Scrolls advances the timeline significantly between games
    • Assassin’s Creed has moved between different historical periods and characters

    These approaches allow franchises to stay fresh while maintaining core identity elements that define the series.

    Looking Forward: What Fans Can Expect

    For fans disappointed about the BSAA cliffhanger, it’s worth remembering that Resident Evil has always been about patience and long-term storytelling. The Chris/BSAA plot will likely be resolved eventually – just not in the way or timeline many expected.

    In the meantime, RE9 offers the opportunity to:

    • Explore new corners of the RE universe
    • Return to the location that started everything
    • Experience classic survival horror gameplay with modern design sensibilities
    • Discover what “hidden truths” about Raccoon City have remained buried for three decades

    As the series approaches its 30th anniversary in 2026 (the same year RE9 releases), this blend of new stories with classic locations might be exactly what Resident Evil needs to continue evolving while honoring its roots. The BSAA conspiracy isn’t going anywhere – it’s simply waiting for its proper time to shine, just like so many other storylines that have enriched the Resident Evil universe over the years.

    Rather than seeing this as abandoning Village’s setup, fans might consider it as Capcom returning to what has always made Resident Evil special: the willingness to surprise players and explore new directions while never forgetting where the series began.

  • Resident Evil 9 vs. The Last of Us 2: Will Capcom Kill Beloved Characters?

    As Resident Evil 9 Requiem approaches, a compelling debate emerges within the gaming community: should beloved legacy characters face permanent endings, or should they be preserved indefinitely? The Last of Us Part II’s controversial decision to kill Joel Miller provides a fascinating case study in both the risks and potential rewards of eliminating fan-favorite protagonists. With RE9’s return to Raccoon City potentially serving as a culmination of decades-old storylines, the question becomes increasingly relevant: what should Capcom do with characters like Leon Kennedy, Claire Redfield, and other franchise veterans?

    The answer isn’t as straightforward as it might seem. Both preservation and elimination carry compelling arguments that reveal fundamental tensions between artistic integrity, fan service, and commercial viability.

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    The Case for Character Deaths: Artistic Integrity and Emotional Impact

    Narrative Authenticity: After 30+ years of bioweapons incidents, government conspiracies, and impossible survival scenarios, the idea that every main character continues to survive strains credibility. Real people die in dangerous situations – even skilled, experienced people. Allowing characters to face permanent consequences would add weight and realism to RE9’s horror elements.

    Emotional Stakes: When players know that beloved characters are essentially immortal due to plot armor, tension diminishes significantly. Joel’s death in The Last of Us Part II, while controversial, created genuine emotional impact precisely because players didn’t expect it. RE9 could achieve similar emotional resonance by putting legacy characters at real risk.

    Character Arc Completion: Some storylines naturally reach endpoints that death could serve meaningfully. Leon’s journey from rookie cop to government agent could conclude with a heroic sacrifice that defines his legacy. Claire’s investigative work could lead her into danger that finally proves fatal. These deaths could provide satisfying narrative closure rather than indefinite continuation.

    Generational Transition: Grace Ashcroft represents a new generation of protagonists. Having her mentor figures die – possibly while protecting her or helping her investigation -would complete the symbolic passing of the torch from old guard to new. This transition could feel more impactful than simply having older characters retire or disappear.

    Creative Freedom: Preserving characters indefinitely limits storytelling options. Writers must constantly find new ways to challenge characters without permanently harming them, leading to increasingly contrived scenarios. Character deaths free future narratives from these constraints.

    The Last of Us Part II’s Success: Despite controversy, TLOU2 won numerous awards, sold over 10 million copies, and is considered by many critics to be a masterpiece. Joel’s death, while painful for fans, served the story’s themes about cycles of violence and the costs of survival. Some argue the backlash came from players who couldn’t accept that their personal attachment to Joel wasn’t more important than the story being told.

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    The Case Against Character Deaths: Fan Investment and Franchise Value

    Fan Attachment Investment: Players have spent decades building emotional connections to these characters. Killing them feels like betraying that investment, particularly when fans have supported the franchise through multiple entries specifically because of these relationships.

    The Last of Us Part II Backlash: While the game achieved critical success, the fan division was genuine and lasting. Many players felt manipulated and abandoned the franchise entirely. Social media remains filled with negative reactions years later, suggesting the damage was more significant than sales figures indicate.

    Commercial Considerations: Leon Kennedy’s face sells games, merchandise, and movie tickets. Dead characters can’t anchor marketing campaigns or generate excitement for future releases. From a business perspective, killing valuable assets seems counterproductive.

    Capcom’s Historical Pattern: The company has successfully avoided major character deaths for decades while maintaining franchise popularity. This suggests their current approach works and doesn’t require dramatic changes.

    Alternative Drama Sources: RE9 can generate emotional stakes through other means – conspiracy revelations, monster encounters, environmental storytelling, and Grace’s personal journey. Character deaths aren’t necessary for effective horror or compelling drama.

    The Daryl Dixon Phenomenon: Some characters become so beloved that killing them risks catastrophic fan backlash. Leon Kennedy has arguably achieved this status, where his death would overshadow any narrative benefits.

    The Middle Ground: Risk Without Permanent Loss

    Perhaps the most sophisticated approach involves putting characters in genuine danger without necessarily killing them:

    Serious Consequences: Characters could face permanent injuries, trauma, or other lasting effects that change them without ending their stories entirely.

    Temporary Deaths: Characters could appear to die but return later, providing emotional impact while preserving long-term value.

    Retirement Endings: Legacy characters could step back from active bioweapons fighting, concluding their action-hero phases while remaining alive for potential future appearances.

    Symbolic Deaths: Characters could “die” metaphorically – their old selves ending while new versions emerge, transformed by RE9’s events.

    Genre Expectations and Horror Traditions

    Horror games occupy unique narrative space regarding character mortality. Traditional horror often requires sacrifice and loss to achieve emotional impact, but video game horror operates differently:

    Player Agency: Game protagonists succeed or fail based on player skill. Having characters die regardless of player performance can feel unfair or manipulative.

    Franchise Continuity: Unlike standalone horror films, game franchises must balance individual story needs with long-term series considerations.

    Commercial Realities: Horror films can kill protagonists because each entry stands alone. Game franchises risk damaging their most valuable assets.

    Learning from Industry Examples

    Game of Thrones: The TV series’ willingness to kill major characters initially strengthened storytelling but eventually contributed to fan alienation when deaths felt arbitrary rather than meaningful.

    Marvel Cinematic Universe: Despite constant peril, most major characters survive because their commercial value outweighs narrative convenience. When deaths do occur (Iron Man, Black Widow), they serve clear story purposes and feel like natural conclusions.

    The Walking Dead: The show’s frequent character deaths maintained tension but also led to viewer fatigue and declining ratings as fans became reluctant to invest in new characters.

    The Stakes for RE9

    The decision about legacy character mortality in RE9 carries implications beyond the game itself:

    Franchise Future: How RE9 handles beloved characters will influence fan expectations for future entries and remakes.

    Industry Precedent: Other franchises are watching to see whether The Last of Us Part II’s approach becomes a template or cautionary tale.

    Fan Trust: Capcom’s relationship with longtime fans could be strengthened or damaged based on these choices.

    What Seems Most Likely

    Based on Capcom’s history, industry trends, and fan reactions to similar decisions elsewhere, RE9 will probably avoid killing major legacy characters. The company has demonstrated consistent risk aversion regarding beloved characters, and the mixed reception of The Last of Us Part II provides a clear warning about potential backlash.

    However, the possibility remains that Capcom could surprise everyone. If the company believes RE9 represents a natural conclusion to certain character arcs, and if those deaths serve compelling narrative purposes, they might risk fan anger for artistic integrity.

    The Fundamental Question

    Ultimately, the debate reveals a fundamental tension in modern entertainment: should creators prioritize artistic vision or fan satisfaction? Should stories serve their own internal logic or preserve elements that audiences love?

    The Last of Us Part II argued for artistic integrity over fan comfort. Resident Evil has traditionally chosen fan satisfaction over dramatic risk. RE9 will reveal which philosophy Capcom believes serves the franchise better.

    Both approaches have merit. Both carry risks. The gaming industry will learn valuable lessons regardless of which path Capcom chooses – assuming they have the courage to make a definitive choice rather than playing it safe with preservation by default.

    The conversation itself might be more valuable than the answer.

  • The Return to Raccoon City: What Ruins Await After 30 Years

    On October 1st, 1998, the United States government made an unprecedented decision: deploy an experimental thermobaric missile to completely destroy Raccoon City and contain the T-virus outbreak. For nearly three decades, the ruins have remained largely untouched, a devastated testament to one of the most catastrophic bioweapons incidents in history. Now, as Resident Evil 9 Requiem prepares to take us back to those haunted streets, the question isn’t whether we’ll recognize the city – it’s what horrors have grown in the shadow of thermobaric devastation.

    Director Koshi Nakanishi has been remarkably candid about his approach to recreating post-apocalyptic Raccoon City. “We did essentially start with the existing design and layout of Raccoon City as has been seen most recently in Resident Evil 2 and 3 remakes,” he explained during a Games Radar interview at Gamescom 2025. “We thought it through. We were like, ‘Okay, well, this is where the bomb landed in the city. Then this would be the blast zone and the shock wave would maybe travel into these areas and that’s how they’d be affected.’”

    This methodical approach to destruction suggests we’re not just getting generic ruins – we’re getting a scientifically considered vision of how thermobaric devastation would specifically affect Raccoon City’s most iconic locations.

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    The Raccoon Police Department

    Perhaps no location in Resident Evil history is more iconic than the RPD building, and Capcom has already confirmed its return in RE9’s marketing materials. The building’s unique architecture – originally designed as an art museum before being converted to police headquarters – presents fascinating questions about post-missile survival.

    The RPD’s solid stone construction and underground passages suggest it might be among the most intact structures in the city. Museums are built to last, with thick walls designed to protect valuable artifacts. However, thirty years of neglect would have taken their toll in ways that zombies never could.

    Expect to see:

    • Collapsed sections where structural integrity finally failed after decades without maintenance
    • Overgrown interiors as nature reclaims the building through broken windows and damaged roofing
    • Flooded basement levels from decades of accumulated groundwater and damaged plumbing
    • The famous main hall potentially still recognizable but dramatically weathered

    The RPD’s underground passages and jail cells might have provided some protection from the initial blast, creating pockets of preserved evidence about the outbreak’s final hours. These areas could hold crucial clues about the “hidden truth” Grace seeks to uncover.

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    Raccoon General Hospital

    The hospital where much of RE3’s action took place would likely present some of the most disturbing imagery in post-blast Raccoon City. Medical facilities contain equipment and chemicals that could create uniquely horrifying decay scenarios.

    After thirty years, the hospital might feature:

    • Contaminated medical waste still scattered throughout corridors, now fused with blast debris
    • Collapsed operating theaters where surgical equipment has become twisted metal sculptures
    • The clock tower (if RE9 includes this fan-favorite location) potentially still standing as a landmark but structurally unsound
    • Underground morgue areas that might have preserved evidence of the outbreak’s final victims

    The combination of medical horror imagery with missile devastation could create some of RE9’s most psychologically unsettling environments. Imagine IV drips and heart monitors now overgrown with mutated vegetation.

    Kite Bros Railway: The Underground Network

    Raccoon City’s underground train system represents one of the most intriguing post-blast environments. Underground structures often survive surface devastation better than buildings, but they present unique challenges after decades of abandonment.

    The railway tunnels could feature:

    • Flooded sections creating underground lakes in former train platforms
    • Collapsed tunnel segments blocking traditional routes and creating new pathways
    • The train cars themselves potentially preserved in some areas, rusted wrecks in others
    • Emergency bunkers that might have sheltered survivors during the initial blast

    These underground areas could serve crucial gameplay functions, providing protected routes through the city while harboring their own unique dangers. The darkness and confined spaces would amplify RE9’s horror elements while offering refuge from whatever threats roam the surface.

    Spencer Mansion Region

    While the Spencer Mansion itself was destroyed in the original Resident Evil, its location in the Arklay Mountains northwest of Raccoon City means the area might have escaped the worst blast effects. This region could serve as a bridge between RE9’s Raccoon City exploration and the broader Arklay Mountains lore.

    Thirty years later, this area might feature:

    • The mansion’s foundation still visible among overgrown forest
    • Underground lab entrances sealed but potentially accessible
    • The helipad area where Chris and Jill made their escape
    • Umbrella research outposts that were abandoned but not destroyed

    This region could provide context for how the T-virus outbreak began while showing how nature has reclaimed Umbrella’s experimental sites. The contrast between missile devastation in the city and natural overgrowth in the mountains could create striking visual storytelling.

    Raccoon University

    The university where the Daylight vaccine was developed represents crucial location for RE9’s plot. As the source of the cure that gave outbreak survivors their valuable antibodies, the university could hold vital information about the conspiracy Grace is investigating.

    After three decades, the campus might feature:

    • The chemistry building where Dr. Jenkins developed Daylight, potentially still containing research materials
    • Lecture halls filled with debris but possibly preserving academic records
    • Student dormitories creating maze-like environments through collapsed floors and walls
    • The library where important documents might have survived in protected storage

    The university’s significance to the Daylight vaccine subplot makes it a likely location for major story revelations. Hidden research about survivor antibodies could explain why Grace and her mother were targeted.

    The Business District

    Raccoon City’s downtown area, including Umbrella’s local offices and other corporate buildings, would present a unique vision of capitalism meeting thermobaric apocalypse. High-rise buildings would have suffered severe structural damage, creating a urban canyon landscape.

    This area could include:

    • Umbrella’s Raccoon City headquarters reduced to a skeletal frame but potentially containing archived research
    • The mayor’s office where corruption and cover-up decisions were made
    • Corporate lobbies now filled with debris but possibly preserving important documentation
    • Rooftop areas offering vantage points across the ruined city

    The business district could serve as RE9’s most vertically complex environment, with players navigating between damaged floors of skyscrapers while uncovering corporate conspiracy evidence.

    Raccoon City Park

    The park areas, including the cemetery featured in RE3, would showcase how nature responds to massive devastation. Rather than simply dying, plant life often grows in strange and unpredictable ways in blast-damaged environments.

    Expect to encounter:

    • Mutated vegetation that grew in chemically altered soil over thirty years
    • The cemetery with disturbed graves and weathered monuments
    • Playground equipment now twisted and overgrown, creating haunting imagery
    • The statue area where iconic RE3 moments occurred, now serving as landmarks in the wasteland

    These areas could provide some of RE9’s most atmospheric moments, combining natural beauty with devastation in ways that emphasize the tragedy of what was lost.

    The Psychological Landscape

    Beyond physical destruction, returning to Raccoon City after thirty years creates unique psychological horror opportunities. This isn’t just about showing ruined buildings – it’s about confronting the weight of history and tragedy.

    For Grace, walking through these ruins means:

    • Connecting with her mother’s experiences during the original outbreak
    • Understanding the scale of the cover-up that claimed over 100,000 lives
    • Witnessing the long-term consequences of bioweapons research
    • Realizing the ongoing threat that led to her mother’s murder

    The ruins themselves become characters in the story, silent witnesses to decades of secrets and lies.

    What Survived, What Didn’t

    Nakanishi’s comments about thoughtful destruction suggest RE9 won’t show uniform devastation. Some areas near the blast center would be completely obliterated, while others might be surprisingly intact. This selective preservation allows for strategic storytelling – important locations survive just enough to serve narrative purposes while showing realistic damage.

    The developers’ approach balances:

    • Believable destruction based on thermobaric blast patterns
    • Iconic recognition so players can identify familiar locations
    • Gameplay functionality ensuring areas remain navigable and interesting
    • Emotional impact emphasizing the tragedy while maintaining hope

    The Living City

    Perhaps most importantly, RE9’s Raccoon City won’t be truly dead. Thirty years have allowed new forms of life to emerge in the devastated environment. Whether these are natural adaptations, remaining bioweapons, or something entirely new, the city pulses with different kinds of life than it once knew.

    The ruins await not as a graveyard, but as a transformed ecosystem where humanity’s greatest mistake has evolved into something both beautiful and terrifying. Grace’s journey through these streets won’t just uncover her mother’s secrets – it will reveal what grows in the shadow of governmental devastation.

    After thirty years of silence, Raccoon City is ready to tell its final stories.

  • Is RE9 Really an ‘End of an Era’? Debunking the Conclusion Theory

    As Resident Evil 9 Requiem approaches its February 2026 release, a persistent rumor has taken hold in the gaming community: that this ninth mainline entry will somehow serve as an “end of an era” for the franchise. This speculation has gained traction among fans eager for dramatic conclusions and nostalgic farewells, fueled by unverified leaker claims and wishful thinking from longtime series followers. But what does this theory actually claim, and does it hold any water?

    The truth is more nuanced than either blind acceptance or outright dismissal. While the source of these claims remains unverified and often unreliable, the underlying concept isn’t as far-fetched as it might initially appear – if we understand what “end of an era” actually means. The distinction between ending a narrative arc and ending an entire franchise is crucial, yet often overlooked in discussions about RE9’s potential significance.

    The speculation has divided the Resident Evil community between those who desperately want closure to decades-old storylines and those who fear any suggestion of finality might threaten their favorite franchise’s future. Both camps may be missing the bigger picture: that evolution and conclusion aren’t mutually exclusive concepts in successful long-running series.

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    What Does “End of an Era” Actually Mean?

    Critics often assume “end of an era” means “end of the franchise” – but these are entirely different concepts. Understanding this distinction is crucial to properly evaluating the speculation and avoiding knee-jerk reactions to what might actually be reasonable creative planning.

    “End of an era” could very reasonably refer to several distinct narrative conclusions:

    The Raccoon City Storyline Arc: After 30+ years, RE9 might finally conclude the mysteries surrounding the original outbreak, the government cover-up, and the lingering conspiracies that began in 1998. Grace Ashcroft’s investigation into her mother’s death provides the perfect vehicle for resolving these decades-old questions definitively.

    The Traditional Bioweapons Narrative: The T-virus, G-virus, and related bioweapons research could reach their narrative conclusion, making way for entirely new types of threats. The series has explored virtually every angle of corporate bioweapons development, from Umbrella to The Connections to government programs.

    The Umbrella Legacy: The ripple effects of Umbrella Corporation’s actions – from The Connections to government conspiracies to survivor exploitation – might finally be resolved. These threads have dominated the series for three decades and risk becoming repetitive without resolution.

    Classic Character Arcs: Long-running storylines involving Leon, Claire, Chris, and other legacy characters could reach natural endpoints. Rather than continuing indefinitely, their stories might achieve satisfying conclusions that honor their contributions while making room for new protagonists.

    The Virus-Centric Horror Model: Resident Evil could move beyond biological threats entirely, exploring supernatural, technological, or psychological horror that doesn’t rely on corporate malfeasance and viral outbreaks.

    This interpretation makes the theory far more plausible and even sensible from a creative standpoint. It suggests strategic narrative planning rather than franchise termination.

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    Why This Version Makes Business Sense

    Rather than killing the franchise, concluding the Raccoon City era could be brilliant business strategy. After three decades of bioweapons plots and Umbrella-related conspiracies, the narrative threads risk becoming repetitive or convoluted. Wrapping up these storylines would clear the deck for fresh concepts that could attract new audiences while satisfying longtime fans.

    Consider what Resident Evil could become post-“era”:

    • Technological Horror: AI, cybernetics, and digital nightmares reflecting modern anxieties about technology’s role in society
    • Environmental Horror: Climate disasters and ecological collapse, addressing contemporary fears about environmental destruction
    • Psychological Horror: Pure mental trauma without bioweapons, focusing on human psychology and social breakdown

    The franchise’s strength lies in its flexibility to reinvent itself while maintaining core survival horror identity. Concluding old storylines isn’t limitation – it’s liberation from narrative constraints that have defined the series for decades.

    Capcom has demonstrated this adaptability throughout the series’ history. The transition from fixed camera angles to over-the-shoulder action, then to first-person horror, proves the franchise can evolve dramatically while retaining its essential character. Concluding the bioweapons era would simply represent another evolution.

    The Evidence in RE9’s Design

    Several elements of RE9 support the “narrative conclusion” interpretation, suggesting deliberate planning rather than coincidental timing:

    Grace’s Role as Bridge Character: As Alyssa Ashcroft’s daughter, Grace represents both legacy connection and new generation. Her story could serve as transition between old mysteries and future possibilities, providing closure to Outbreak-era storylines while establishing new directions for the franchise.

    Return to Raccoon City: Rather than nostalgic fan service, this could be the final examination of the incident that started everything. Uncovering the “hidden truth” might provide definitive closure to 30 years of conspiracy, answering questions that have lingered since the original game.

    The “Requiem” Title: A requiem is a funeral mass – commemoration of the dead while allowing the living to move forward. This suggests honoring the past while preparing for new directions, not ending everything but transitioning respectfully.

    New Protagonist Focus: Centering the story on Grace rather than legacy characters indicates shift toward future rather than past. She represents what Resident Evil protagonists could become in a post-bioweapons world.

    Timeline Significance: Setting the game 30 years after Raccoon City provides natural narrative distance for reflection and conclusion. It’s long enough for consequences to fully develop but recent enough for emotional impact.

    The Business Reality Check

    From a commercial perspective, concluding story arcs doesn’t threaten franchise longevity – it ensures it. Capcom has explicitly confirmed more remakes are coming, demonstrating commitment to the franchise’s future. The company could easily continue Resident Evil indefinitely with new threats, new characters, and new time periods.

    The recent success of RE4 remake, Village, and the RE2/RE3 remakes proves both classic and modern approaches remain commercially viable. Village alone sold over 10 million copies, while the remakes consistently topped sales charts. Capcom has every incentive to evolve rather than conclude.

    The franchise generates revenue through multiple streams: new games, remakes, merchandise, movies, and streaming series. Concluding the bioweapons narrative wouldn’t affect most of these revenue sources and might actually enhance them by providing clear creative direction.

    The Nostalgia vs. Innovation Balance

    The “end of an era” theory appeals to fans’ desire for closure while addressing creative necessity. After nearly three decades, some storylines have reached natural completion points. Continuing them indefinitely risks diminishing returns and narrative fatigue that could damage the franchise’s reputation.

    Grace Ashcroft’s investigation into her mother’s death provides perfect opportunity to resolve lingering Raccoon City mysteries while establishing new directions. Her character development from vulnerable analyst to capable survivor could serve as template for future protagonists in different contexts.

    The series has always balanced nostalgia with innovation. RE7 honored classic horror while introducing new characters and first-person perspective. Village combined classic monsters with new mythology. RE9 could achieve similar balance by concluding old stories while establishing new foundations.

    The Fan Community Perspective

    The Resident Evil community remains divided on the “end of an era” theory, reflecting broader tensions between preservation and progress. Some fans desperately want closure to storylines they’ve followed for decades, while others fear any change might diminish what they love about the series.

    Both perspectives have merit. Long-term fans have emotional investment in characters and plotlines spanning decades. Their desire for satisfying conclusions is understandable and valid. Simultaneously, newer fans might prefer fresh starts without extensive backstory requirements.

    The “end of an era” approach could satisfy both groups by providing closure for invested fans while creating accessible entry points for newcomers. Future games wouldn’t require knowledge of Umbrella’s history or Raccoon City’s significance.

    The Verdict: Plausible But Unconfirmed

    While the source of the “end of an era” speculation remains unverified, the underlying concept has merit when properly understood. Concluding the Raccoon City/bioweapons narrative arc while continuing the franchise makes both creative and business sense.

    RE9 could very well represent the final chapter of Umbrella’s legacy and the last word on Raccoon City’s mysteries. This wouldn’t kill Resident Evil – it would free the series to explore entirely new forms of horror and storytelling while honoring its rich history.

    However, without official confirmation from Capcom, this remains speculation regardless of its logical appeal. The company has given no indication that RE9 serves any special concluding function beyond being another entry in the series. Director Koshi Nakanishi has spoken about returning to survival horror roots, not concluding storylines.

    Fans hoping for definitive closure to decades-old storylines may find themselves satisfied. Those expecting business-as-usual continuation of familiar themes might be surprised by new directions. Either way, the “end of an era” theory deserves more nuanced consideration than simple dismissal.

    The only certainty is that come February 2026, we’ll discover whether RE9 concludes old stories or simply continues them. Until then, the speculation continues – grounded in reasonable creative logic even if the sources remain questionable. The theory’s plausibility doesn’t guarantee its accuracy, but it shouldn’t be dismissed without proper consideration of what “ending an era” might actually mean for the franchise’s future.

  • Will Legacy Characters Appear in RE9? Analyzing the Director’s Slip-Up

    The Resident Evil community erupted when a seemingly innocuous livestream interview contained what might be the biggest RE9 spoiler yet. During a conversation with Biohazard France at Gamescom, director Koshi Nakanishi appeared to let slip that Resident Evil 9 would feature “characters from Raccoon City” – a statement that sent shockwaves through the fanbase before the video was mysteriously removed from public access.

    Was this an accidental revelation of RE9’s biggest secret, or simply a mistranslation blown out of proportion? The evidence suggests something far more intriguing than a simple slip of the tongue.

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    The Smoking Gun Interview

    The controversy stems from a Biohazard France livestream featuring RE9 director Koshi Nakanishi and producer Masato Kumazawa discussing the upcoming game. During the interview, conducted primarily in Japanese, YouTube’s auto-generated translation reportedly captured Nakanishi saying something along the lines of “the story features characters from Raccoon City.”

    What makes this particularly significant isn’t just the statement itself – it’s what happened afterward. The Biohazard France channel quickly removed or privatized the video, suggesting damage control over information that wasn’t supposed to be public. If the translation was simply incorrect or the statement innocuous, why the immediate takedown?

    The removal speaks to the authenticity of the translation. Channels don’t typically scrub content unless it contains genuinely problematic information. The swift action suggests Capcom or Biohazard France recognized that sensitive information had been disclosed, whether intentionally or not.

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    The Translation Question

    YouTube’s auto-translation system is notoriously imperfect, particularly with Japanese-to-English conversion. However, the phrase “characters from Raccoon City” is relatively straightforward and doesn’t involve complex grammatical structures that typically confuse automated systems.

    More importantly, if this were simply a translation error, the clarification would have been swift and public. Instead, we got video removal and silence—the kind of response reserved for genuine spoilers rather than misunderstandings.

    The lack of official correction or clarification from Capcom further supports the authenticity of the translated statement. Companies are usually quick to debunk false information, especially when it generates significant community speculation.

    Who Could “Characters from Raccoon City” Include?

    If Nakanishi’s statement proves accurate, the pool of potential returning characters is surprisingly limited. The Raccoon City incident claimed over 100,000 lives, leaving only a handful of canonical survivors:

    The Obvious Candidates:

    • Leon S. Kennedy: The rookie cop turned government agent remains the series’ most popular character
    • Claire Redfield: Chris’s sister and fellow RPD survivor with strong investigative instincts
    • Jill Valentine: STARS member and bioweapons specialist (though she wasn’t technically in Raccoon City during the outbreak)
    • Ada Wong: Spy with mysterious motivations and connections to bioweapons research
    • Sherry Birkin: Now an adult government agent with unique viral immunity

    The Dark Horse Options:

    • Carlos Oliveira: Umbrella mercenary turned hero with military training
    • Outbreak Survivors: Characters like Kevin Ryman, Mark Wilkins, or Yoko Suzuki from the online games

    Chris Redfield is notably absent from fan speculation, despite being a core Raccoon City character from the STARS team. However, developers have confirmed that Chris is currently busy with BSAA operations elsewhere during RE9’s events, effectively ruling out his appearance in the game.

    The Leon Factor

    Fan speculation has overwhelmingly focused on Leon Kennedy, and for good reason. His popularity, government connections, and investigative experience make him a natural fit for RE9’s conspiracy-focused plot. The timing also works – Leon’s established relationship with the federal government could provide logical justification for his involvement in Grace’s FBI investigation.

    Moreover, Leon represents the perfect bridge between RE9’s vulnerability-focused horror and the need for experienced guidance. He could serve as a mentor figure, helping Grace develop survival skills while respecting her role as the primary protagonist. This would satisfy fans demanding Leon’s return while maintaining RE9’s commitment to Grace’s character development.

    The mysterious second voice in RE9’s reveal trailer – possibly voiced by Jeff Schine, who portrayed Carlos in RE3 remake – adds credence to Carlos speculation. If this voice belongs to the informant Alyssa was meeting before her murder, Carlos’s mercenary background and survival experience could explain his knowledge of dangerous conspiracies.

    The Claire Connection

    Claire Redfield presents another compelling possibility, particularly given her civilian investigative work and personal connection to bioweapons incidents. Unlike Leon’s government obligations, Claire operates independently, making her more likely to stumble onto conspiracies that official channels might want to suppress.

    Claire’s experience with TerraSave and her history of investigating corporate malfeasance align perfectly with RE9’s themes. She represents the civilian investigative tradition that Alyssa Ashcroft embodied, making her a natural ally for Grace’s quest to uncover her mother’s work.

    Additionally, Claire’s survival of Raccoon City gives her personal stakes in any conspiracy involving the incident’s aftermath. Her emotional investment in the truth could drive compelling character interactions with Grace.

    The Outbreak Wildcard

    Perhaps most intriguingly, Nakanishi also mentioned “characters from Outbreak and so on” in the same interview context. This suggests RE9 might delve deeper into the Outbreak games’ cast than just Alyssa Ashcroft’s legacy.

    Characters like Kevin Ryman (RPD officer), Mark Wilkins (security guard), or Yoko Suzuki (university student) could provide unique perspectives on the conspiracy. Their civilian backgrounds and survival experiences mirror Grace’s situation while offering different skill sets and knowledge bases.

    The Outbreak connection also reinforces the Daylight vaccine subplot. If other Outbreak survivors appear in RE9, it could confirm theories about systematic harvesting of survivor blood for bioweapons research. Multiple survivors gathering would create a larger target for whoever is hunting people with T-virus antibodies.

    Why Now? The 30-Year Anniversary

    The timing of potential legacy character returns aligns perfectly with RE9’s thematic focus on Raccoon City’s 30-year anniversary. Returning to the site of the original tragedy with surviving characters creates natural emotional resonance and narrative significance.

    These characters would bring decades of experience fighting bioweapons conspiracies, providing context for RE9’s mystery while demonstrating how the incident’s effects continue to ripple through their lives. Their presence would transform Grace’s investigation from a personal quest into a continuation of a struggle that began three decades earlier.

    The Marketing Strategy

    From a business perspective, legacy character appearances make perfect sense. RE9 represents the franchise’s return to Raccoon City and survival horror roots—including beloved characters from that era completes the nostalgia package while attracting fans who might otherwise be hesitant about a new protagonist.

    The “slip-up” itself might be intentional marketing, generating buzz and speculation while maintaining plausible deniability. Whether accidental or planned, the controversy has certainly succeeded in keeping RE9 in gaming conversations.

    What the Evidence Suggests

    The combination of the suspicious video removal, the lack of official correction, and the contextual logic of legacy character appearances strongly suggests Nakanishi’s statement might be accurate. RE9 likely does feature returning characters from Raccoon City, though their exact roles remain mysterious.

    The question isn’t whether legacy characters will appear, but how they’ll be integrated into Grace’s story. Will they serve as protagonists, mentors, or supporting characters? Will they appear throughout the game or only in specific sequences?

    Given RE9’s commitment to Grace as the primary protagonist and its horror-focused approach, legacy characters will likely serve supporting roles – providing guidance, exposition, and emotional weight without overshadowing the new lead.

    The Final Verdict

    If Director Koshi Nakanishi’s apparent slip-up proves accurate, it could represent more than just an accidental spoiler – it might be a promise that RE9 will honor the series’ legacy while forging new ground. The potential return of Raccoon City survivors would transform Grace’s investigation from an isolated mystery into the culmination of a three-decade-long struggle for truth.

    Whether Leon, Claire, or other beloved characters ultimately appear remains to be seen, but their presence would provide both fan service and narrative significance. After thirty years, the survivors of Raccoon City might finally get the chance to expose the conspiracy that claimed their city – with Grace Ashcroft potentially carrying their torch into a new generation of bioweapons horror.

    The alleged slip-up might have been accidental, but if true, the implications could be entirely intentional. RE9 may not just be revisiting Raccoon City’s ruins – it could be reuniting with the heroes who escaped its destruction.

  • RE9’s Horror Design Builds on House Beneviento

    When Resident Evil Village players first descended into the basement of House Beneviento, they encountered something unprecedented in the series: pure, weaponless terror. No guns, no grenades, no superhuman abilities – just a vulnerable protagonist armed with nothing but a flashlight and their wits. The sequence became legendary among horror fans, representing the series at its most psychologically terrifying.

    Now, Director Koshi Nakanishi is taking those lessons and expanding them into an entire game philosophy for Resident Evil 9 Requiem. What worked for twenty minutes in Village’s most celebrated sequence becomes the foundation for RE9’s complete horror experience.

    “There are similarities to that section for sure,” Nakanishi acknowledged during a Games Radar interview at Gamescom 2025. “I think each Resident Evil title has these sort of standalone parts where maybe you don’t have the weapons you’re used to and we can increase the horror feeling with that.”

    But RE9 isn’t content to simply replicate House Beneviento’s success – it’s evolving those terror mechanics into something more sophisticated, more sustained, and potentially more terrifying than anything the series has attempted before.

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    The House Beneviento Blueprint

    To understand RE9’s horror evolution, we must first examine what made House Beneviento so effective. The sequence stripped away everything that typically empowers Resident Evil protagonists:

    Complete Vulnerability: Ethan enters with no weapons, no combat abilities, and no supernatural powers. His only advantages are mobility and problem-solving skills.

    Environmental Storytelling: The horror emerges from exploration and discovery rather than jump scares or combat encounters. Players piece together the tragedy through environmental clues.

    Psychological Terror: The threats are primarily mental rather than physical. The fear comes from anticipation, atmosphere, and the unknown rather than direct confrontation.

    Puzzle-Focused Progression: Players advance by solving environmental puzzles that require careful observation and logical thinking, not reflexes or firepower.

    Sustained Helplessness: The vulnerability never breaks. There’s no moment where players suddenly gain an advantage or feel empowered.

    These elements combined to create what many consider the scariest sequence in Resident Evil history. The question for RE9 became: how do you expand this twenty-minute experience into a full game without losing its impact?

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    RE9’s Terror Amplification

    RE9’s answer is sophisticated and multi-layered. Rather than simply extending House Beneviento’s approach, Nakanishi and his team have identified ways to enhance and evolve its core mechanics:

    The Intelligent Stalker System

    Where House Beneviento relied on atmospheric dread, RE9 introduces an active threat that combines the best elements of Mr. X, Nemesis, and Lady Dimitrescu with House Beneviento’s psychological approach. The stalker creature isn’t just a pursuing enemy – it’s an environmental hazard that fundamentally changes how players interact with the game world.

    The creature’s sensitivity to light creates dynamic safe spaces that feel both protective and temporary. Unlike traditional safe rooms with arbitrary boundaries, RE9’s light-based sanctuary system provides logical, understandable protection while maintaining constant tension about light sources failing or being extinguished.

    Destructible Hiding Spots

    One of RE9’s most innovative terror mechanics involves destructible hiding places. When players hide under tables or behind objects, the stalker can destroy these hiding spots if it discovers them, permanently removing that option from the environment.

    This creates escalating tension that House Beneviento never achieved. Each discovered hiding spot increases vulnerability for future encounters, forcing players to constantly adapt their survival strategies. The fear compounds over time as safe options disappear.

    Grace’s Authentic Terror Responses

    Unlike Ethan’s relatively stoic reactions, Grace Ashcroft displays authentic terror responses that amplify the horror experience. In third-person mode, players witness her stumbling, shaking, and flinching – physical manifestations of fear that create emotional resonance.

    “She’s so scared when she’s running away from the creature,” Nakanishi explained. “But that doesn’t happen in first-person – making the camera move like that in first-person would be very unnatural, and possibly even uncomfortable!”

    This dual-perspective approach allows players to choose their preferred level of immersion while maintaining the character’s authentic fear responses. The horror adapts to player preferences without compromising its effectiveness.

    New Horror Innovations Beyond Beneviento

    While building on House Beneviento’s foundation, RE9 introduces several entirely new terror mechanics:

    Environmental Manipulation by Enemies

    The stalker creature can throw furniture and objects at players, creating dynamic environmental hazards. This isn’t just cosmetic – it demonstrates intelligence and adaptability that makes the threat feel more real and unpredictable.

    Light as Limited Resource

    Unlike traditional horror games where flashlights have infinite batteries, RE9 treats illumination as a precious, finite resource. Players must carefully manage light sources while using them strategically to ward off threats. The constant awareness of dwindling light creates sustained anxiety.

    Medical Horror Elements

    Grace’s awakening on a medical gurney, complete with blood extraction and surgical bandages, introduces body horror elements that House Beneviento only hinted at. The violation of bodily autonomy adds visceral discomfort to psychological fear.

    The Emotional Transference System

    One of RE9’s most sophisticated horror innovations involves what Nakanishi calls “emotional transference” – using Grace’s visible reactions to amplify player fear through empathy.

    “You can almost empathize with the character more when you see them on screen,” he explained. “It almost makes you panic, because you see her panicking.”

    This represents a fundamental evolution from House Beneviento’s approach. While Donna Beneviento’s domain relied on environmental storytelling and atmospheric dread, RE9 uses character animation and performance to create horror through emotional connection.

    The system works bidirectionally: Grace’s fear responses make players more afraid, while her gradual adaptation helps players feel their own growing competence. It’s a sophisticated feedback loop that maintains horror effectiveness throughout extended gameplay sessions.

    Sustained Terror Without Exhaustion

    House Beneviento’s greatest limitation was duration – its intensity couldn’t be maintained indefinitely without exhausting players. RE9 solves this through what Nakanishi describes as dynamic pacing curves with greater extremes than ever before.

    “You can’t keep the horror tension to the max through the whole game because it’s quite exhausting,” he acknowledged. “So you need to have this kind of dynamic pacing curve where you’ll have a very tense horrific sequence and then we give you a bit of a release.”

    RE9’s innovation lies in making these tension/release cycles more extreme. The horror sequences are more terrifying than House Beneviento, while the relief periods provide genuine respite without breaking immersion. Players get the full intensity experience without the fatigue that would normally result.

    The Intelligence Factor

    Perhaps RE9’s most significant evolution beyond House Beneviento involves intellectual engagement. Grace’s FBI analyst background provides justification for complex puzzle-solving and investigation mechanics that feel natural within the horror framework.

    Unlike House Beneviento’s largely environmental puzzles, RE9’s challenges require active investigation, evidence gathering, and logical deduction. Players aren’t just solving mechanical puzzles – they’re conducting a criminal investigation while being hunted by supernatural threats.

    This intellectual engagement serves multiple purposes: it provides agency during vulnerable moments, creates investment in the story beyond mere survival, and offers alternative progression paths for players who prefer thinking to reflexes.

    Learning from Village’s Lessons

    Nakanishi has been remarkably candid about learning from Resident Evil 7’s reception, noting that it was “possibly too scary” and that “some people couldn’t handle it.” This awareness shapes RE9’s approach to expanding House Beneviento’s terror mechanics.

    The dual camera system specifically addresses this concern. Players who find the first-person experience overwhelming can switch to third-person for slight psychological distance without losing the horror experience entirely. It’s accessibility through design rather than dilution.

    The Future of Survival Horror

    RE9’s horror design represents more than just an evolution of House Beneviento – it suggests a new paradigm for survival horror that combines psychological terror with character development, environmental storytelling with active investigation, and sustained vulnerability with meaningful progression.

    By taking Village’s most successful horror sequence and expanding it into a complete game philosophy, RE9 isn’t just building on past success – it’s defining what survival horror can become in the modern gaming landscape.

    The house on the hill taught players to fear the unknown. Now Grace Ashcroft’s nightmare promises to teach them something far more unsettling: that sometimes, knowing the truth is even more terrifying than ignorance.

    The evolution of fear continues, and it’s learning from its most successful teacher.

    Sources

  • Why Grace Ashcroft Could Be the Series’ Best Yet

    Grace Ashcroft represents a return to authentic vulnerability that the franchise hasn’t seen since its earliest entries, but with modern character depth that could redefine what a Resident Evil protagonist can be.

    After nearly three decades of boulder-punching supersoldiers and mold-powered immortals, Resident Evil 9 Requiem is taking a bold step backward – and it might be the series’ smartest decision yet.

    Director Koshi Nakanishi wasn’t exaggerating when he called Grace “a new type of character for the Resident Evil series.” She’s introverted, easily scared, and completely unprepared for the nightmare she’s thrust into. In an era where action heroes dominate gaming, Grace’s authentic fragility feels revolutionary.

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    Brains Over Brawn

    Grace’s background as an FBI intelligence analyst immediately sets her apart from previous protagonists. She’s not a special forces operative, a police officer, or a bioweapons specialist. She’s a desk analyst – someone who solves problems with data, patterns, and careful investigation rather than firepower and superhuman reflexes.

    This professional background creates fascinating opportunities for gameplay and storytelling that the series has never fully explored. Grace approaches problems like an investigator, not a soldier. She’s trained to gather evidence, connect disparate pieces of information, and build comprehensive cases against criminal organizations. These skills translate perfectly to survival horror, where understanding your environment and enemies often matters more than shooting accuracy.

    “She’s an FBI analyst, so she has undergone some weapons training in the course of becoming an agent,” Nakanishi explained in a Games Radar interview at Gamescom 2025. “While she’s not quite as competent with a handgun as some of the more heroic characters, she can handle herself ultimately a little bit better than Ethan, who really doesn’t have any background in that kind of stuff.”

    This places Grace in a perfect sweet spot: competent enough to be believable in combat situations, but vulnerable enough to maintain genuine tension. She’s not helpless, but she’s not overpowered either.

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    Grace Ashcroft’s Vulnerability as Strength

    What makes Grace truly special isn’t her training – it’s her humanity. When she wakes up strapped upside down to a medical table, her terror is palpable and authentic. Unlike seasoned protagonists who might quip or strategize in similar situations, Grace experiences genuine shock and fear.

    “The start point for her is to be incredibly vulnerable and helpless,” Nakanishi revealed. “She hasn’t got any weapons on her and she’s completely unaccustomed to being thrown into this kind of intense situation.”

    This vulnerability isn’t a weakness to be overcome – it’s the foundation of effective horror. Grace’s fear makes players feel fear. Her stumbling, panicked reactions in third-person mode create emotional resonance that stoic action heroes simply cannot achieve. When Grace trips while running from the stalker creature, players feel her desperation in a way that Leon’s perfectly executed knife parries never could.

    The dual camera system showcases this beautifully. In third person, players witness Grace’s physical manifestations of terror – stumbling, shaking, flinching at every shadow. In first person, they experience that terror directly through her eyes. Both perspectives serve the horror experience by centering Grace’s authentic emotional responses.

    The Personal Stakes Revolution

    Previous Resident Evil protagonists were often motivated by duty, revenge, or circumstance. Grace’s motivation is deeply personal in a way that transforms the entire narrative framework. She’s not investigating bioweapons because it’s her job – she’s hunting for the truth about her mother’s murder.

    This personal connection to the mystery creates storytelling opportunities that professional obligation cannot match. Every clue Grace uncovers about the conspiracy isn’t just plot advancement – it’s a revelation about her family history, her identity, and the forces that shaped her life. The investigation becomes a journey of self-discovery as much as a survival horror experience.

    Her relationship with her deceased mother, Alyssa Ashcroft, adds layers of emotional complexity rarely seen in the series. Grace isn’t just fighting monsters – she’s following in her mother’s footsteps, uncovering the story Alyssa died trying to tell. This generational aspect creates thematic depth that extends far beyond simple monster encounters.

    The Growth Arc

    Perhaps most importantly, Grace represents the series’ most compelling character development opportunity. Her journey from terrified victim to capable survivor promises to be more emotionally satisfying than any previous protagonist transformation.

    “She goes on a journey and you’ll go with her too,” Nakanishi explained. “She will grow throughout the game and gradually become more competent and capable and overcome her fear somewhat. She will naturally find weapons eventually and be able to grab guns and shoot back at the horrors that await her.”

    This progression feels earned rather than assumed. When Grace finally picks up her mother’s handgun – likely as both weapon and memento – it will represent genuine character growth. Every combat encounter she survives, every puzzle she solves, every moment of terror she endures contributes to her evolution from victim to survivor.

    Unlike protagonists who begin as competent action heroes, Grace’s victories feel meaningful because they’re hard-won. Her journey mirrors the player’s own learning curve, creating a bond between character and audience that professional soldiers or experienced agents rarely achieve.

    Breaking the Action Hero Mold

    Grace’s design philosophy directly challenges the series’ increasing reliance on action hero tropes. She can’t roundhouse kick zombies or perform impossible knife combat maneuvers. She can’t shrug off injuries that would hospitalize normal humans. She exists in a more grounded reality where survival requires wit, caution, and genuine resourcefulness.

    This grounding serves the horror experience in ways that superhuman protagonists cannot. When Grace hides under a table from the stalker creature, it feels like a rational survival strategy. When she uses light sources to ward off enemies, it demonstrates creative problem-solving under pressure. Her limitations force players to think like survivors rather than action heroes.

    The series has spent years escalating protagonist power levels to match increasingly spectacular threats. Grace represents a return to human-scale horror where the monsters are terrifying precisely because the protagonist is genuinely vulnerable to them.

    The Emotional Intelligence Factor

    Grace’s background as an analyst suggests emotional intelligence that most RE protagonists lack. She’s trained to understand motivations, recognize patterns in behavior, and build psychological profiles of criminal actors. These skills could revolutionize how players interact with RE9’s mystery elements.

    Instead of simply fighting through obstacles, Grace might piece together enemy motivations, predict organizational behavior, or manipulate situations through understanding rather than force. Her analytical mind could provide unique solutions to problems that previous protagonists would solve through combat alone.

    This intellectual approach to survival horror feels fresh and contemporary. Modern audiences appreciate protagonists who think their way through problems rather than shooting everything that moves. Grace’s analytical background provides natural justification for puzzle-solving gameplay while maintaining narrative consistency.

    The Legacy Connection

    Grace’s connection to Alyssa Ashcroft provides something the series has rarely attempted: genuine continuity between entries that enhances rather than constrains the new story. She’s not just another protagonist – she’s the daughter of a previous hero, carrying forward both genetic and emotional legacies.

    This connection allows RE9 to honor the Outbreak games while telling an entirely new story. Grace doesn’t need extensive backstory exposition because her heritage provides context. Players familiar with Alyssa’s story gain deeper appreciation for Grace’s journey, while newcomers receive all necessary information through natural character development.

    The generational aspect also adds weight to Grace’s investigation. She’s not just solving a case – she’s completing her mother’s work, honoring her sacrifice, and potentially preventing future tragedies. This emotional investment elevates every story beat beyond simple plot mechanics.

    Why Grace Could Be the Best

    Grace Ashcroft succeeds where other protagonists have faltered by embracing limitations rather than transcending them. She’s strong enough to be credible but vulnerable enough to be relatable. She’s smart enough to solve complex problems but inexperienced enough to face genuine danger. She’s motivated by personal stakes but professional enough to approach problems systematically.

    Most importantly, Grace feels like a real person rather than an action movie archetype. Her fears, motivations, and reactions all stem from recognizably human responses to extraordinary circumstances. This authenticity creates emotional investment that superhuman protagonists cannot match.

    In returning to the series’ survival horror roots, Capcom needed a protagonist who could carry that vision convincingly. Grace Ashcroft isn’t just perfect for RE9’s horror-focused approach – she might be exactly what the entire franchise needed to rediscover its identity.

    After years of increasingly powerful heroes fighting increasingly spectacular threats, Grace represents a return to the fundamental truth of survival horror: the monsters are only scary if the protagonist is genuinely afraid of them. And Grace Ashcroft is very, very afraid.

    That fear might just save the series.