“How” is a word that has haunted me a lot since this game in my hand. How, after 25 years of making the first installment, Capcom managed to keep the series strong and the fans’ love for it. How does this chain maintain its stability and at the same time renew itself. Certainly, not all of the series’s march is this beautiful, so we know about pitfalls like the sixth part, but we can say that Capcom has returned on the right track with the seventh part, which goes back to the roots of the original series, and now we find the eighth part that builds on everything that was put in the seventh part. The following words and phrases will teach you more about the latest experience in the Resident Evil series.
The events here are a direct continuation of what happened in the seventh part, so that the game will ask you if you want to follow a summary of the events of the seventh part. Personally I would advise to follow it as it is not long. You may have seen the first minutes of the game in promotions, as the iconic character Chris Redfield enters the home of the hero Ethan and shoots his wife, and from here begins your journey, as you make your way towards what can be described as a very dubious village.
While exploring this village, you will see the various houses you visit are empty, as if the inhabitants of these homes hurriedly left them. Each region you visit during your trip, you will find that the environment itself tells you a lot and clarifies the mysteries and the different events that took place in those areas. This is a point to be reckoned with for the designers of these stages, because not only have they succeeded in transporting you into this suspicious world, but they have also succeeded in clarifying different elements of the story through the environment and in smart ways.
The story here is interesting, it attracts your attention from the beginning, and it will satisfy old fans of the series as well because it will answer some questions about the general story of the series. The dialogues here are enjoyable, although Ethan’s performance vacillates in casting scenes. A final point about the events is the cast of characters in this part. Each character you meet wants to know more about them, whether they are good or even evil characters. It does not come to me that I found one character who was boring, but all of them were special.
The game style differs from the previous Resident Evil games, so the village here is the place you will return to after completing each different area, and during each area you will gain a new purpose that allows you to explore the village more and find treasures. As you play, you will find many different treasures and the contents of these treasures range from additions to your weapons for valuable purposes that you sell for a huge sum of money, and also some enemies whose fighting or avoiding them will be an option for you. This specific freedom gave a distinct character, but I found it distracting the idea of the game to some extent. The game fluctuates between moments of action and between other moments that focus on horror, but it did not find a balance between the two and did not try to mix them. The first half of the game tends to horror and offers you different types of horror, such as the horror of the fear of monsters that we are accustomed to from this series, and at other times you will witness psychological horror, which focuses on the psychological factor. While I found the second half of the game purely revealing, I personally enjoyed it, but it failed to create moments of dread and fear during my adventure, so much so that this feeling completely disappeared here.
As I mentioned at the beginning of the review, it is a continuation of the events of the seventh part, and it also introduces the style of play in the first perspective, which suggests that it is also a continuation of the philosophy of playing ideas from that part. But the truth is that it is heavily influenced by the ideas of Part 4 in terms of the game system. Ethan’s movement here is faster than before, and he has a bag in which he stores his ammunition and weapons, and like the fourth part, you have a great seller from whom you can buy weapons, ammunition, expansions for your bag, and many other supplies. This seller is known as Duke, and he knows a lot about Ethan for a reason, and at the same time he is not a traditional seller, because he can develop your weapons and also develop your defense, energy and speed of movement, if you collect the necessary items. You will find a different bracket of weapons he has, and different types of the same weapon class. This is different bombs. You can collect parts and additions to your weapons that make them even better. Apart from weapons, collection is an important factor in the game, so collect anything you see, because you will definitely use it in the Crafting menu, from which you will create the cure and ammo for your weapons and bombs.
The enemies in the game are fierce and impulsive and they come in various forms, and knowing how to fight each one is very interesting. When we talk about certain ways to defeat them, it is not obligatory, but it facilitates the task, and if you want, you can fight all the monsters in the traditional way. But in all honesty, different ways to get rid of them is one of the types of pleasure in the experience and I advise everyone to know that. Each area will encounter somewhat new enemies, which reinforces the fear factor in the game. But I regret to say that the leaders disappointed me. I am talking about the main leaders here, as there are at least two of them who were enjoyable fighting, while the rest of them did not find what distinguishes them. On the other hand, the presence of a group of leaders from both sides was a special thing, and I found myself very enjoyable in their fight, and this point encourages you more in exploring the village.
Of course, it will not become a RE game without the presence of puzzles, and unlike the seventh part, this new part does not depend on shadows or light reflections. The puzzles here revolve around the environment in a very clever way, and it stimulates your brain to think outside the box, which made me craving more for the different and varied types of them. I did not find a recurring puzzle idea, but the game continues to present different ideas according to the general atmosphere of the area in which you find yourself.
Capcom’s latest engine, called “RE Engine,” is an enchanting game engine, showing the games, their worlds and their personality with the amount of detail and quality that first-party studios are known for, but with a quarter of the storage space these huge games usually consume. The world in RE8 is full of details, from the snowfall effects at the start of the game, to the amazing reflections I observed in the castle and other areas. Add to that the amount of detail on the features of the enemies and the bosses, those ugly and terrifying shapes that made me wish that the appearance of the games would not develop, because the design of some enemies was actually sowing terror in the hearts. With the high quality of graphics, fine details and of course the amazing reflections thanks to Raytracing technology, you can expect that the game’s performance was not constant at 60 frames all the time, personally this did not bother me because the game is not fast moving. Of course, once raytracing is disabled, the performance will be better.
Many will be happy to know that this part is translated into Arabic, this includes texts and lists, and personally I found the translation good and describes things clearly. The game urges to end it more than once, and it was relatively easy on the difficulty of Standard, and as we return to this series, you will most likely miss secrets for the first time from playing, and you want to return to them, or finish the game again with the arsenal of weapons that you collected in the first round of play, then try to finish more From the various challenges, through which you will gain special weapons, some of which are infinite ammunition. A final point about the content is the return of the famous “Mercenary” mode, which puts you in different areas of the game and tries to get rid of enemies, to collect the largest number of points during a specific period of time.
In general, the game is dominated by the smoothness of the game, from the lack of loading periods, to the high level of refinement in the design of the stages and the puzzles that do not make you feel lost, you always know where you will go without feeling that the game urges you to progress. These factors, combined with the mixing of freedom with the linearity of the game, make it not only distinctive as a Resident Evil game, but as a unique horror game.
The game has been reviewed with the PlayStation 5 version that was provided by the game’s publisher.