Category: Resident Evil

  • What RE9’s ‘No Melee’ Really Tells Us About Leon

    According to leaker Dusk Golem (AestheticGamer), the newest issue of Famitsu magazine confirms something significant about Resident Evil 9: the game will not have melee attacks – no punches, no kicks.

    For protagonist Grace Ashcroft, an FBI analyst described as fearful and inexperienced, this makes perfect sense. But here’s the interesting part: for months, leaks and rumors have heavily suggested that Leon S. Kennedy would be playable in RE9.

    And that creates a very interesting question.

    What We Know From Famitsu

    On October 7, 2025, Dusk Golem shared details from a Famitsu interview with RE9 director Koshi Nakanishi:

    Combat System:

    • No melee attacks – no punches or kicks like in RE4, RE5, or RE6
    • Focus on “resourceful combat loops more about survival”
    • A mysterious “new way” to fight enemies tied to weapons/tools
    • Nakanishi asks fans to wait for an explanatory video “to avoid any misinterpretations”

    Gameplay Structure:

    • Progression similar to RE1 and RE2: exploration, backtracking, puzzle-solving
    • Less linear than RE3, RE4, or Village
    • Action/horror balance aimed at RE2’s level

    Enemy Design:

    • Virus-infected individuals driven to eat others (never called “zombies” in-game)
    • Completely different from any zombies in series history
    • Designed to be unpredictable

    On the surface, this all tracks with what we know about Grace. But what about Leon?

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    No Melee Makes Perfect Sense for Grace

    Let’s be clear: removing melee combat isn’t inherently a problem.

    Resident Evil has always been primarily about firearms, resource management, and survival. Melee attacks were introduced in RE4 and became a staple in RE5 and RE6, but they were never core to the series’ identity.

    RE2 Remake proved this perfectly – Leon and Claire had no melee attacks (just the knife as an equipped weapon), and it worked beautifully. The game was tense, scary, and the combat felt great.

    For Grace Ashcroft specifically, no melee makes complete sense:

    • She’s an FBI analyst, not a field agent
    • She’s described as introverted and easily scared
    • She has no combat training or experience
    • Her vulnerability is central to her character

    Having Grace unable to perform martial arts moves isn’t a limitation – it’s characterization. She’s supposed to feel overwhelmed and under-equipped. That’s the point.

    But here’s where it gets interesting.

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    The Leon Question: Three Possible Scenarios

    For months, Dusk Golem and other sources have hinted that Leon S. Kennedy would appear in RE9. But if the game has no melee attacks system at all, what does that tell us about Leon’s role?

    Scenario A: Leon Isn’t Actually Playable

    The Theory:

    • “No melee attacks” as a design decision only makes sense if Grace is the sole playable protagonist
    • All the Leon speculation from leakers has been about him appearing as an NPC or in cutscenes
    • Leon’s role might be smaller than leaks suggested

    Why This Would Make Sense:

    • It would explain why they can confidently remove melee entirely
    • The game is clearly designed around Grace’s perspective and limitations
    • Leon could appear as a mentor figure or supporting character

    This Would Be Disappointing:

    • Many fans have been anticipating Leon’s return based on leaks and rumors
    • It would be a let-down after months of speculation
    • Leon is one of the most popular characters in the franchise

    This would explain everything cleanly, but would disappoint fans who believed the leaks.

    Scenario B: Leon IS Playable But Can’t Do Melee Either

    The Theory:

    • The Famitsu article says “the game” doesn’t have melee attacks
    • This suggests it’s a system-wide design decision affecting all playable characters
    • Leon would play similarly to Grace

    Why This Would Be Strange:

    • Leon is a trained government agent with established combat abilities
    • His fighting style has been part of his character since RE4
    • Dusk Golem previously said Leon’s combat would see “huge innovations”
    • How is removing his signature moves an “innovation”?

    Possible Explanations:

    • Leon is significantly older (50+) and physically can’t perform those moves anymore
    • There’s a story reason why close combat isn’t viable against these new zombies
    • His combat “innovations” are about something else entirely (dodge mechanics, tactical tools, new weapons, etc.)

    It could work with proper story justification, but feels like an odd direction.

    Scenario C: “No Melee Attacks” Means Something More Specific

    The Theory:

    • “No melee attacks” specifically refers to context-sensitive punch/kick prompts
    • Combat still exists but works differently (weapon-based, dodge-focused, stealth-oriented)
    • Different characters might have different combat options

    The Evidence:

    • Dusk Golem compared Leon’s combat to The Last of Us Part 2
    • TLOU2 doesn’t have punch/kick buttons but has robust combat
    • Nakanishi warns about “misinterpretations” and asks fans to wait for a video

    What This Could Mean:

    • Grace fights defensively with limited options
    • Leon (if playable) has access to more advanced tactics, weapons, or tools
    • The “new way to fight” differentiates characters through equipment and strategy rather than martial arts

    This would explain the confusing messaging and the TLOU2 comparison.

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    What Does The Last of Us Part 2 Comparison Actually Mean?

    Back in August, Dusk Golem mentioned that Leon’s combat would have “huge innovations” with some influence from The Last of Us Part 2. If RE9 has “no melee attacks,” what could this comparison mean?

    TLOU2’s Combat System:

    • Advanced dodge and evasion mechanics
    • Prone positioning and stealth
    • Context-sensitive takedowns
    • Heavy emphasis on positioning and awareness
    • Resource scarcity creating tension

    What the comparison is probably NOT about:

    • Swinging improvised weapons (pipes, bats) – RE has never done this
    • Weapon-based melee system – knives in RE are equipped items, not “melee”

    What it’s probably about:

    • Dodge mechanics – Maybe a dedicated dodge button or evasion system
    • Stealth options – Avoiding combat when possible, they did this in RE4 Remake.
    • Positioning-based combat – Using environment and spacing tactically
    • Resource tension – Making every bullet count
    • Context-sensitive actions – Maybe knife takedowns in specific situations

    So when Famitsu says “no melee attacks,” they likely mean no RE4-style roundhouse kicks or RE6-style hand-to-hand combat. The knife will probably still exist as an equipped weapon (like in RE2 Remake), but those context-sensitive martial arts moves? Gone.

    The “new way to fight” is probably about smarter positioning, better evasion, and more tactical use of limited resources – not a secret melee weapon system.

    What This Tells Us About Leon

    Here’s what I think is most likely happening:

    Leon is probably playable, but his sections will play differently than Grace’s:

    • Grace is survival-focused: limited combat options, emphasis on evasion and problem-solving
    • Leon is tactical-focused: better weapons, more combat experience, advanced movement options

    The “no melee attacks” statement applies to both characters in the sense that neither will do RE4-style kicks. But Leon will likely have:

    • Access to better weapons and equipment
    • More aggressive combat options
    • Advanced tactics like stealth takedowns or tactical tools
    • Possibly different movement abilities (faster, more stamina, better dodging)

    This would explain:

    • Why Dusk Golem compared his combat to TLOU2 (tactical, not martial arts)
    • Why Nakanishi warns about “misinterpretations” (people thinking it means no combat at all)
    • Why they need a video to explain it (the system is more complex than “no kicks”)

    The real distinction isn’t melee vs. no melee – it’s novice vs. expert.

    Grace is someone learning to survive. Leon is a professional adapting his skills to a new threat. They both can’t do kung fu kicks, but Leon’s experience shows through in other ways.

    Why The Confusion?

    If this interpretation is correct, why the confusing messaging?

    I think Capcom is trying to set clear expectations: this isn’t RE4 or RE6. No flashy martial arts, no action hero moments, no roundhouse kicking zombie heads off.

    They want players to understand this is a survival horror game first, even in Leon’s sections. Saying “no melee attacks” is a blunt way to communicate that shift.

    The problem is that it creates uncertainty about whether beloved characters are even in the game, or if they are, whether they’ll feel like themselves.

    The Bottom Line

    The “no melee attacks” revelation tells us something important: RE9 is being designed around Grace’s perspective and limitations.

    Whether Leon (or other legacy characters) appears as a playable character is still unclear, but if he does, he won’t be doing spinning kicks and suplexes. His combat will be grounded, tactical, and focused on firearms and positioning.

    Is that a problem? Not necessarily. RE2 Remake’s Leon didn’t have melee attacks either, and that game was excellent.

    But it does raise questions:

    • If Leon is playable, how much of the game is his? A few sections? Half the game? Equal to Grace?
    • Will his lack of melee feel natural to his character, or will it feel like an arbitrary restriction?
    • How will his “innovations” and experience differentiate him from Grace?

    Until we see the explanatory video Nakanishi mentioned, we won’t know for sure what “no melee attacks” really means for Leon’s role in the game.

  • Resident Evil 9’s Villain Being New Character Would Be a Massive Missed Opportunity

    Resident Evil 9’s Villain Being New Character Would Be a Massive Missed Opportunity

    As speculation runs wild about the identity of Resident Evil 9: Requiem’s masked antagonist, one possibility lurks in the shadows that would represent a significant narrative misstep: what if the villain is simply nobody important?

    Recent community discussions have highlighted this underwhelming scenario – that the mysterious figure terrorizing Grace Ashcroft could be just a new character, someone working with the shadowy organization pursuing her who remains unimportant to the plot of the game. While technically possible, this approach would be narratively unsatisfying and miss the mark entirely for what Resident Evil 9 appears to be trying to accomplish.

    Disclaimer: This post contains affiliate links. I may earn a small commission if you purchase through these links at no extra cost to you. This helps support my gaming content.

    The Promise of Requiem

    Resident Evil 9 isn’t being marketed as just another entry in the franchise. The title “Requiem” itself signals something significant- a musical composition for the dead, a memorial service, a final tribute. According to director Koshi Nakanishi, “This game is a Requiem, a eulogy to those who came before,” specifically referencing characters “who were involved in the original outbreak, who lost their lives or were changed drastically as a result of it.”

    Producer Masato Kumazawa elaborated that “There are many layers to the title: a requiem for the protagonist, Grace Ashcroft, grappling with the loss of her mother eight years ago, and a requiem for all of the people who were caught up in the Raccoon City incident.”

    This isn’t Resident Evil 7’s bold reinvention or Village’s gothic experimentation. This is explicitly a homecoming – back to Raccoon City, back to Umbrella, back to the classic elements that defined the early games. The choice to center the story around Grace Ashcroft, daughter of Alyssa from the Outbreak games, reinforces this positioning. Capcom is clearly stating that this game will engage meaningfully with the series’ deeper storyline.

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    The Umbrella Factor Changes Everything

    Recent trailers have revealed the prominent return of the Umbrella logo, suggesting the corporation is not just referenced but actively involved in RE9’s plot. This raises a crucial question: if Umbrella is back as an operational force, who could realistically be running it?

    The appearance of active Umbrella operations dramatically increases the stakes for villain selection:

    • Random new executives: Would lack the philosophical foundation and historical weight that made Umbrella terrifying
    • Former employees: Might understand the science but not the core vision that drove the company’s original evil
    • Government takeover: Would make it “Umbrella in name only” – corporate structure without ideological continuity

    The Spencer Argument

    If Umbrella is truly operational again, Oswell Spencer being alive becomes not just relevant but essential for narrative authenticity. Spencer represents:

    • The original architect whose vision shaped everything in the series
    • The founding philosophy that made Umbrella more than just another evil corporation
    • Genuine continuity between past and present rather than superficial nostalgia
    • The ultimate embodiment of “those who came before” that the Requiem theme demands

    Spencer’s return would provide the most shocking and impactful revelation for longtime fans while giving maximum weight to Umbrella’s comeback. His presence would transform the “hidden truth” Grace uncovers from generic corporate conspiracy into something that connects directly to the series’ foundational tragedy.

    If Capcom does decide to bring back a major character like Spencer, it better be Spencer himself – not some cheap clone or copy. The series has enough convoluted resurrection plots without adding more. If you’re going to invoke the weight of a character’s legacy, commit to it fully rather than hiding behind lazy writing shortcuts.

    The Bailey Alternative

    Brandon Bailey presents a compelling alternative that many fans support. As a founding member of Umbrella who was betrayed by Spencer and later founded The Connections, Bailey offers:

    • Legitimate Umbrella credentials: Original co-founder with deep knowledge of the company’s true purpose
    • Personal motivation: His mentor James Marcus was murdered by Spencer’s orders
    • Series continuity: Direct connection to RE7’s events through The Connections
    • Thematic relevance: Another figure “who came before” whose life was destroyed by the original conspiracy

    Bailey would satisfy the “Requiem” theme while providing genuine emotional weight as a tragic figure whose quest for revenge spans decades. His connection to RE7’s director Koshi Nakanishi makes this possibility particularly intriguing.

    The Problem with Generic Antagonists

    Introducing a villain who’s ultimately inconsequential would represent a fundamental misunderstanding of what makes mystery compelling in storytelling. The best reveals don’t just answer “who” but also “why it matters.” When fans invest time theorizing about connections to established characters, they’re not just guessing – they’re engaging with the series’ rich history and expecting that engagement to be rewarded.

    A “nobody” villain would deflate this investment. It would transform all that community speculation and excitement into empty calories – sound and fury signifying nothing. Worse, it would suggest that the game’s nostalgic framing is purely surface-level marketing rather than meaningful narrative design.

    Fan Investment and Community Engagement

    The passionate speculation surrounding the masked villain’s identity reveals something crucial about audience engagement with Resident Evil. Players aren’t casually wondering – they’re actively theorizing, analyzing footage frame by frame, and connecting narrative dots across multiple games.

    This level of investment doesn’t happen by accident. It emerges when a franchise has built trust with its audience, when players believe their attention to detail and knowledge of series storyline will be rewarded. The current theories about potential connections to characters from Outbreak or other games demonstrate how deeply fans engage with even obscure corners of Resident Evil lore.

    A new character villain would effectively punish this engagement. It would send the message that fan investment in the series’ deeper storyline is misplaced, that careful attention to narrative continuity is ultimately pointless.

    The Outbreak Connection Problem

    Grace’s story is fundamentally built on her connection to Alyssa Ashcroft, a character from the Outbreak games. This isn’t a casual reference – it’s the foundation of the protagonist’s entire motivation. Grace is investigating her mother’s death, trying to understand what Alyssa was working on when she was killed.

    This setup creates narrative obligations. If you’re going to invoke Outbreak lore and position your protagonist as continuing her mother’s investigation, the antagonist should ideally connect meaningfully to those same story threads. While a new villain could certainly provide answers about what Alyssa discovered and why she had to die, using an established character would create stronger thematic resonance.

    The Outbreak games dealt with specific themes – survival, conspiracy, corporate cover-ups, and the aftermath of the Raccoon City incident. Having the villain connect to the series’ established mythology would honor these themes while rewarding longtime fan investment in the franchise’s deeper lore.

    Missing the Emotional Stakes

    Grace’s story isn’t just about survival – it’s about family legacy, uncovering hidden truths, and completing her mother’s work. She’s not fighting a random threat; she’s confronting the forces responsible for destroying her family and continuing to cover up whatever Alyssa discovered.

    The antagonist should represent these forces in a meaningful way. They should embody the corruption and conspiracy that killed Grace’s mother, providing emotional satisfaction when defeated. While a new villain could certainly fulfill this role effectively, using an established character would maximize the emotional payoff by connecting Grace’s personal story to the broader series storyline that fans have invested in for decades.

    The Final Raccoon City Factor

    What makes the villain choice even more critical is the widespread belief among fans that RE9 represents the final return to Raccoon City. If this is truly the last time the series revisits its foundational setting, then the antagonist selection becomes monumentally important.

    This isn’t just another game – it’s potentially the series’ final statement about its origins. The villain should embody everything that made Raccoon City significant: the corporate conspiracy, the human cost of unchecked ambition, and the lasting trauma that shaped every subsequent game.

    If RE9 is indeed the final Raccoon City story, then having the main antagonist be just a nobody would represent an almost incomprehensible waste of narrative potential.

    The Stakes for RE9 Specifically

    Resident Evil 9 sits at a unique position in the franchise. After years of experimentation with different approaches, this game represents an opportunity to demonstrate that Capcom understands what made the early entries special while proving they can honor that legacy meaningfully.

    The villain choice will signal whether the development team grasps the difference between surface-level nostalgia and genuine narrative continuity. Bringing back Raccoon City and Umbrella iconography is easy – creating a story that honors the emotional and thematic weight of those elements requires deeper understanding.

    Whether the masked figure turns out to be Spencer, Bailey, or someone else entirely, they must represent something larger than themselves. In a game explicitly positioned as a tribute to Resident Evil’s foundational elements, having the primary antagonist be just a nobody wouldn’t just be disappointing – it would represent a fundamental misunderstanding of what makes those elements worth commemorating.

    The masked figure’s identity may still be mysterious, but the stakes for getting that reveal right couldn’t be clearer for this particular entry in the series. The “Requiem” theme demands nothing less than a villain worthy of the series’ legacy.

  • Resident Evil 2 Remake: Leon B Hardcore & Speed Running Guide

    Master the art of survival in Leon B scenario with these expert strategies for hardcore difficulty and speed running.

    Important Note: This guide focuses on survival strategies and resource management rather than route optimization. These techniques will help you survive hardcore mode efficiently while maintaining speed throughout your playthrough.

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    Resource Management Fundamentals

    Healing Items Strategy

    The Two-Phase System:

    Phase 1 – Building Your Boss Reserve: Pick up healing items and carry them ONLY to transport to your storage box. Store 2-3 healing items at save points – these are exclusively for boss fights. This initial phase requires discipline as you establish your emergency reserves.

    Phase 2 – Once You Have 2-3 Stored: Stop carrying healing items entirely. Your inventory should have ZERO healing items during regular gameplay. This is where most players struggle because they’re conditioned to hoard resources.

    Pick and Heal Philosophy: When you take damage while running your route, immediately pick up any healing items you find and use them on the spot. Don’t carry them – use them immediately and move on!

    Critical Mindset Shift: You will NOT run out of healing items. The game provides plenty along your route. Stop hoarding! If you have 2-3 items stored for bosses, you only need to pick up and heal immediately when damaged.

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    Combat Strategy: The Art of Avoidance

    Zombie Dodging Fundamentals

    In the early game, ammunition conservation is absolutely critical for hardcore success. Master the “skipping the zombie” technique through these core principles:

    Movement Pattern Recognition: Study zombie behavior extensively to predict their movements. Each zombie type has specific attack patterns and movement speeds. Understanding these patterns allows you to position yourself optimally for evasion rather than confrontation.

    Positioning Mastery: Use doorways and environmental layouts to your advantage. Practice the timing of doorway transitions and learn optimal positioning to slip past zombies without engagement. Avoid getting cornered in tight spaces.

    Strategic Knockdowns: If you must engage, consider shooting legs to knock zombies down rather than killing them outright. This conserves ammunition while still neutralizing immediate threats. A knocked-down zombie poses no immediate danger and allows safe passage.

    Route Intelligence: Identify areas where zombie encounters are unavoidable and plan accordingly. Some sections require combat engagement, so knowing when to fight versus when to flee becomes crucial for resource conservation.

    Licker Avoidance Strategy

    Critical Rule: You don’t need to kill ANY Lickers! Focus entirely on avoidance and evasion when encountering these enemies. Lickers consume significant ammunition to eliminate and can be bypassed through careful movement and positioning. Save your ammunition for encounters where combat is truly necessary.

    Weapon Mastery and Strategic Usage

    M19 Handgun: Your Primary Companion

    The M19 handgun should be your go-to weapon throughout most of Leon B, serving multiple critical functions:

    Extended Usage Timeline:

    • Primary weapon for all RPD sections and exploration
    • Continues to be highly effective throughout the sewers
    • Remains useful even in challenging boss fights, including Birkin encounters in the lab
    • Ammunition remains consistently available throughout the entire game progression

    Strategic Advantage Over Matilda: The M19’s ammunition abundance makes it superior for regular gameplay. Reserve Matilda ammunition for the final sections by relying on the more plentiful M19 ammo supply. This strategy ensures you have sufficient high-powered ammunition when it matters most.

    Matilda: Reserved for the Final Sections

    The Matilda is primarily used in the very final sections of the game:

    • Final Birkin fight on the train
    • Fighting Mr. X in the final sections

    Gunpowder Collection Strategy: Collect all gunpowder throughout the entire game to craft Matilda ammunition specifically for the final Birkin fight on the train. This requires disciplined resource hoarding throughout your entire playthrough.

    Advanced Ammunition Management System

    The Strategic Reserve System

    Before attempting to kill any enemies or zombies, ensure adequate ammunition reserves:

    • Handgun: Maintain at least 25-35 rounds before attempting complete zombie kills
    • Shotgun: Keep minimum 12 rounds available before engaging in zombie elimination

    This ammunition threshold ensures you can handle complete zombie kills without running completely dry. So while running your route you will inevitably pick some gun powders, but do not use them immediately – store those in your storage box to be utilized during boss fights.

    Gunpowder Storage Discipline

    Critical Strategic Rule: Don’t use gunpowder immediately upon finding it. This is perhaps the most important discipline in hardcore mode. Store all gunpowder in your item box and save it exclusively for boss fight preparation. This disciplined approach ensures you have essential crafting materials available when you need them most for critical encounters.

    Long-term Planning: Your gunpowder collection strategy spans the entire game. Every piece of gunpowder you find contributes to your final boss preparation, particularly the climactic train sequence against Birkin’s final form.

    Specialized Combat Techniques

    Shotgun Deployment Strategy

    Multi-Target Combat Scenarios: Deploy the shotgun when facing 2+ zombies simultaneously. The optimal strategy involves:

    1. Shotgun eliminates the first zombie completely
    2. Handgun finishes the second zombie efficiently
    3. Always ensure adequate ammunition reserves before committing to complete elimination

    Tactical Leg Targeting: Target zombie legs with the shotgun to incapacitate without killing, effectively conserving ammunition while maintaining tactical mobility. This technique is particularly valuable in areas where you need to create temporary safe passage.

    When to use the Magnum

    Reserve magnum ammunition for these specific encounters:

    G-Creatures (Queen and King Chess Pieces Area):

    • Exposed Eye Variants: Direct magnum shots to the eyeball for instant elimination
    • Shelled Variants: Use shotgun to remove protective shell covering, then deploy magnum for precise eyeball targeting
    • Area Resource Utilization: Collect magnum rounds available in this specific section to supplement your existing ammunition supply

    Boss Fights:

    • Birkin first form
    • Birkin second form
    • Birkin third form (in the lab)
    • Mr. X final fight
    • Birkin final form (in the train)

    Grenade Usage Guidelines and Tactical Deployment

    Multi-Target Engagement Rule: Deploy grenades against groups of 3+ zombies for maximum tactical efficiency and ammunition conservation.

    Boss Fight Strategic Allocation:

    • Use 1-2 grenades per major boss encounter for crowd control or damage supplementation
    • Critical Reserve Management: Always maintain 2 grenades specifically for the final Mr. X confrontation to effectively counter his devastating instant-kill attacks
    • Flashbangs can substitute for one grenade in emergency situations, providing tactical flexibility

    Location-Specific Tactical Strategies

    Queen and King Chess Pieces Area: Complete Preparation Guide

    Pre-Entry Combat Loadout:

    • Shotgun with at least 12 rounds
    • Magnum with at least 7 rounds (remember you can pick up magnum rounds in the area where you fight the 3 G-creatures)
    • 1 grenade for dealing with the zombie and the third G-creature
    • Combat knife in case you get grabbed by one of these G-creatures
    • Ensure you have 4 inventory slots available for the Queen and King chess pieces AND the flamethrower

    G-Creature Combat Strategy: This area contains 3 G-creatures. For creatures without shells covering their eyeballs, use your magnum to target the eyeball directly. For variants with shells covering the eyeballs, use the shotgun to remove the shells first, then use your magnum to target the eyeballs.

    Special Area Notes: There’s a zombie right beside one of these G-creatures in hardcore mode – use your grenade to eliminate the zombie. Or if you can, you can also outrun both the zombie and the third G-creature in this area just before the third G-creature drops down to the water. You can also pick up healing items in this area if you get hit. Feel free to get rid of your knife when going back if you don’t have enough inventory space.

    Save Strategy: Save your game before tackling this area, and don’t hesitate to reload if encounters go poorly.

    Comprehensive Sewer Section Navigation

    Additional G-Creature Management: Besides the three G-creatures you encounter when getting the Queen and King chess pieces, there are two more G-creatures in the sewer area:

    First G-Creature (Sewer Entry): When you first enter the sewer area, try to outrun this G-creature. If that fails, use your knife to interrupt its grab. Don’t worry about losing the knife – you can find more knives throughout the game.

    Second G-Creature (Rook Chess Piece Area): Try to outrun this creature before it falls down to the water. If you fail and get grabbed, you can either reload your save or just continue ahead – it’s not that serious if you take some damage here.

    Final Zombie Horde: Post-Mr. X Strategy

    Strategic Resource Management: After defeating Mr. X, you’ll face a final zombie group:

    • Optimal Approach: Use your remaining grenade from the Mr. X fight for maximum crowd elimination
    • Alternative Strategy: Deploy shotgun if grenades are unavailable due to prior consumption
    • Forward Planning: Manage Mr. X encounter resources carefully to ensure you maintain viable options for this subsequent encounter

    Comprehensive Boss Fight Preparations

    Advanced Crafting Strategy

    Shotgun Ammunition Creation: Mix High-Grade + Large Gunpowder combinations for boss-fight shotgun rounds (maintain minimum 12 rounds)

    Handgun Ammunition Production: Combine two Small Gunpowders for at least 25 handgun rounds for sustained combat. Again I rarely use this approach because my go to handgun for most of Leon B hardcore scenario is the M19. I rarely use the Matilda for most of my boss fights in Leon B hardcore. I only use the Matilda for the final Mr. X and Birkin fight (in the train).

    Magnum Round Creation: Mix two High-Grade Gunpowders before the challenging Umbrella Lab Birkin fight (maintain minimum 8 rounds for boss fights in general). I only mix two-high-grade gunpowders before fighting Umbrella Lab Birkin because I always have enough Magnum rounds I picked throughout the game before fighting most of the boss fight.

    Specialized Enemy Strategies

    Plant Zombie Elimination: Reserve the flamethrower exclusively for plant zombies encountered in the Umbrella Nest Lab. Don’t waste this highly specialized tool on other enemy types, as it’s specifically designed for these particular threats.

    Train Birkin Strategy

    Critical Equipment Requirements

    Non-Negotiable Essential Equipment:

    • 2 Rocket Launcher rounds (absolutely critical – no exceptions)
    • 3+ Magnum rounds (if successfully preserved after Mr. X encounter)
    • 60+ Matilda rounds (craft from systematically saved gunpowder throughout entire game)
    • Matilda equipped with burst-fire attachment (absolutely crucial for fight success)

    Detailed Battle Execution Strategy

    Phase-by-Phase Combat Approach:

    1. Opening Engagement: Immediately deploy Matilda with burst-fire attachment for sustained rapid damage
    2. Giant Eyeball Critical Phase: Deploy both rocket launcher rounds for maximum damage output
    3. Follow-up Elimination: Use all 3 preserved magnum rounds for precision targeting
    4. Final Cleanup Phase: Continue with Matilla rapid-fire if additional damage required

    Strategic Weapon Selection: The final fight’s intense pace makes shotgun reloading prohibitively slow. Matilda’s superior rapid fire rate is absolutely essential for this time-sensitive, high-pressure encounter.

    Essential Skill Development Requirements

    These comprehensive strategies provide the tactical framework, but ultimate success depends on developing these core competencies:

    Fundamental Survival Skills:

    • Dodging Proficiency: Essential for ammunition conservation and damage avoidance
    • Shooting Accuracy: Critical for efficient resource utilization and enemy elimination
    • Spatial Awareness: Understanding enemy positions, movement patterns, and environmental advantages
    • Combat Timing Mastery: Knowing precisely when to engage versus when to avoid confrontation

    Conclusion

    Mastering Leon B in Resident Evil 2 Remake’s hardcore mode comes down to smart resource management, strategic avoidance, and knowing when to commit to fights versus when to preserve resources for boss battles.

    These comprehensive strategies provide a solid tactical foundation, but remember that personal skill development in dodging techniques and shooting accuracy will ultimately determine your success rate. The key to continuous improvement lies in persistent practice and tactical adaptation.

    Use these detailed guidelines as your strategic starting point, but remain prepared to adjust and modify based on your individual playstyle preferences and the specific challenges each unique playthrough presents. Mastery comes through understanding these principles deeply and applying them flexibly to ever-changing tactical situations.

  • From Nightmare to Freedom: My Journey from Alien Isolation to Resident Evil 2 Remake

    Gaming can take us through emotional extremes, but few experiences prepared me for the whiplash of transitioning from Alien Isolation’s suffocating terror to Resident Evil 2 Remake’s tactical horror. After completing the xenomorph’s relentless hunt on Nightmare difficulty, stepping back into Raccoon City Police Department felt like emerging from a claustrophobic nightmare into a world where I could finally breathe again.

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    The Perfect Predator

    Alien Isolation doesn’t just feature horror AI – it showcases what might be the most terrifying artificial intelligence ever implemented in gaming. Where most stealth-horror games rely on predictably slow, forgiving enemies that lumber around waiting for players to make obvious mistakes, the xenomorph operates on an entirely different level of menace.

    This creature doesn’t half-ass its hunt. It’s methodical, patient, and worst of all, intelligent. The AI learns from your behavior, remembers your favorite hiding spots, and adapts its search patterns accordingly. When it finally catches you, there’s that deliberate pause – that moment where it takes its time, ensuring maximum psychological impact before delivering death. It’s horror design at its absolute finest.

    But perfection comes with a price. On Nightmare difficulty, this masterful AI becomes almost oppressively effective. The game transforms into an exercise in extreme patience, where running becomes a luxury you can rarely afford. Most gameplay consists of crouch-walking through corridors, timing movements with surgical precision, and spending long stretches motionless in lockers or under tables.

    The later sections become particularly grueling. The xenomorph’s heightened sensitivity means even minor movements can trigger lengthy chase sequences, forcing constant save reloading. What begins as heart-pounding tension gradually shifts into frustrating tedium. The AI’s brilliance becomes its own limitation – it’s almost too good at its job.

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    Liberation in Raccoon City

    Returning to Resident Evil 2 Remake after Alien Isolation feels like stepping from a pressure chamber into open air. Suddenly, running is an option again. Movement feels liberated. The simple act of traversing corridors without elaborate stealth choreography becomes genuinely refreshing.

    Mr. X, Resident Evil 2’s stalking antagonist, operates on fundamentally different design principles. While imposing and persistent, he represents a more traditional approach to pursuit mechanics. His heavy footsteps announce his presence, giving players tactical information. His movement patterns, while unpredictable, follow more conventional AI logic. Most importantly, escape remains consistently viable – you can outrun him, outmaneuver him, and create distance through clever routing.

    This design philosophy prioritizes player agency over pure terror. Where the xenomorph corners you into submission, Mr. X presents a tactical challenge. Encounters become puzzles to solve rather than ordeals to endure. The fear comes from resource management and timing rather than the existential dread of being perpetually hunted by something smarter than you.

    Two Philosophies of Fear: Helplessness vs. Empowerment

    These games represent opposing approaches to stalker-based horror, each rooted in different theories of what makes interactive terror effective. Alien Isolation asks: “What if you were truly helpless against something that never stops learning?” It creates fear through powerlessness, forcing players into the mindset of genuine prey. The game’s design actively works to make you feel vulnerable, stripping away the power fantasy that defines most gaming experiences.

    The xenomorph represents an almost Lovecraftian approach to horror—an intelligence so alien and superior that human cunning becomes largely irrelevant. It’s not just physically dangerous; it’s intellectually superior, capable of learning and adapting in ways that make traditional stealth strategies obsolete over time. This creates a unique form of horror that goes beyond jump scares or gore into genuine psychological territory.

    Resident Evil 2 Remake poses a fundamentally different question: “What if you had to maintain composure and make smart decisions while under constant pressure?” It generates tension through empowerment – you have tools and options, but must use them wisely under stress. The game trusts players with agency while still maintaining atmospheric tension through resource management and time pressure.

    Mr. X embodies the classic monster movie antagonist: unstoppable but predictable, dangerous but comprehensible. He represents a more traditional approach to horror that relies on tension between safety and danger rather than complete helplessness. Players can fight back (even if temporarily), can understand his behavior patterns, and can develop effective strategies for dealing with his presence.

    The save systems in both games reflect these different philosophies perfectly. Alien Isolation’s emergency beacon system creates long stretches between save points, making death genuinely punishing and forcing players to treat every encounter as potentially catastrophic. Resident Evil 2’s typewriter system, while still limiting saves on Hardcore difficulty, provides more frequent opportunities for progress preservation, supporting its philosophy of challenging but fair gameplay.

    The Psychology of Relief: Understanding Player Fatigue

    The transition between these games highlighted something crucial about horror gaming: the importance of variety and pacing in maintaining player engagement. Alien Isolation’s unrelenting intensity, while masterfully crafted, can become psychologically exhausting over extended play sessions. The constant state of hypervigilance required by Nightmare difficulty creates a form of gameplay fatigue that goes beyond simple frustration.

    Horror games walk a fine line between engagement and exhaustion. Too little challenge and the fear becomes meaningless; too much and players become desensitized or simply burned out. Alien Isolation occasionally crosses this line, particularly in its later sections where the xenomorph’s behavior becomes so unpredictable and aggressive that progress feels more dependent on luck than skill.

    Resident Evil 2 Remake understands this balance intuitively. Mr. X provides tension and threat while still allowing for moments of respite and achievement. His presence creates urgency without completely overwhelming the player’s sense of progress and accomplishment. The game maintains its horror atmosphere while still feeling fair and surmountable.

    The Breath of Fresh Air: Rediscovering Movement

    After hours of tiptoeing through Sevastopol Station, the freedom of movement in Resident Evil 2 felt revelatory. Being able to run without immediate consequences, to move with purpose rather than perpetual caution, reminded me why variety in game design matters so much. The simple act of moving at full speed through a corridor – something taken for granted in most games – became a genuine pleasure after Alien Isolation’s restrictive pacing.

    This contrast enhanced both experiences retrospectively. Alien Isolation’s methodical pace gained new appreciation when viewed as a deliberate design choice rather than a limitation. Similarly, Resident Evil 2’s more action-oriented approach felt more dynamic and engaging after experiencing the opposite extreme.

    The transition highlighted something important about horror gaming: sometimes the most effective scare isn’t the monster itself, but the relief you feel when facing a different kind of threat. Mr. X, formidable as he is, felt manageable after the xenomorph’s relentless perfection. That contrast enhanced both experiences – making me appreciate Alien Isolation’s uncompromising vision while finding renewed enjoyment in Resident Evil 2’s more balanced approach.

    Different Tools for Different Stories

    Neither approach is inherently superior; they serve different narrative and emotional purposes. Alien Isolation crafts pure, suffocating terror through its brilliant but demanding AI, creating an experience that truly captures the helplessness and isolation of its film inspiration. The game succeeds in making players feel like genuine prey, hunted by something fundamentally superior.

    Resident Evil 2 Remake balances horror with empowerment, creating sustainable tension without overwhelming the player. It maintains the series’ tradition of giving players tools to fight back while still creating genuine moments of fear and uncertainty. The game trusts players to create their own horror through resource management and tactical decision-making.

    Both games excel at what they set out to accomplish, representing different but equally valid approaches to interactive horror. The gaming medium is richer for having both experiences available, offering players different flavors of fear based on their preferences and tolerance levels.

    Sometimes you need to be hunted to truly appreciate the freedom to run. My journey from Sevastopol Station to Raccoon City Police Department reminded me that the best horror games don’t just scare you – they make you grateful for the simple pleasure of being able to move freely, even when everything around you wants you dead.

  • 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.