Resident Evil 7: Biohazard Review

Resident Evil. What a stupid name. Even some of the employees thought the result of their internal naming competition was terrible. But it’s one of those titles that you don’t really question because it’s been that way for twenty years now.

With the first game it made sense. You’re in a house and have to deal with its evil residents. Once the setting changed from the Spencer Mansion to Raccoon City and beyond however, the title didn’t mean anything anymore. Perhaps the Japanese title – Biohazard – made more sense at this point. 

Resident Evil 7: Biohazard uses both titles in what feels like a strong message from Capcom; that they’ve figured out what this franchise should be and have the confidence and know-how to pull it off. Is it course correction? Is it a soft reboot? It doesn’t matter. This is a massive step away from the action and bombast of the previous trilogy of games whilst also creating a bright future for the franchise.

Over six months ago I had my first taste of the new game through the Beginning Hour demo. Even as someone who didn’t like the direction the last few numbered entries had taken I wasn’t overly enamoured with it. Seemingly derivative and not very ‘Resi’, it didn’t strike a chord with me. There was no doubting it was scary, I just didn’t think it was right. 

Having now finished the ordeal at the Baker’s Louisiana plantation I can tell you that the demo was not fully representative. There are certain things that come to mind about the original game. Save rooms with special music, strange keys, not enough ammo and tight surroundings forcing fight or flight decisions. Revelations had some of this but 7 goes the whole way. You’ll see lots of people talking about the horror film influences on this game. Those people are right as those influences are obvious and often, but I think they’re missing how this game is so faithful to the original, evoking the same strong feelings.

Essentially it creates all the same feelings I had 20 years ago in a modern package

The first person view limits your awareness, much like the static camera of old. I was constantly lulled into the false sense of security that four shotgun shells provided only to watch them vanish quickly. Then there is the loving embrace and respite that only a save room can provide. For a minute at least I can take stock and not be wondering what’s behind me. Pro tip – close doors behind you.

I even spent the opening hour of this game on the verge of turning it off; marginally stronger behaviour than 13 year old me turning off the PS1 at the first sight of a zombie.

Essentially it creates all the same feelings I had twenty years ago in a modern package. It’s heartening to see Capcom can create something like this. If 7 is the success it should be then hopefully they’ll feel confident to further pursue this style and not return to explosions and slow motion. I might have really liked Nivens, but the direction the series was taking blew hard.

It took me 11 hours to complete the game and I’m already thinking about going back in. It’s not perfect; the enemy variation isn’t huge and only a couple of the puzzles could be considered more than basic. But it’s a fantastically well designed game that nudges you long, making you want to see what’s around the next corner even though it might scare the crap out of you. For the first time in years I felt as though I’d survived a horror.

It’s not PT, or Alien: Isolation, or Outlast.

This is Resident Evil. And it’s damn good.


I’ve played eighteen Resident Evil games now. If you’d like to see where 7 ranks among then, head over to my ranked article.

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