

Resident Evil Village
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.




01About Resident Evil Village
As Ethan Winters, fight to survive from a first-person perspective while exploring a mysterious village whose inhabitants relentlessly hunt you. Steam player rating: 95%% positive from 107,600 reviews.
Credits
Lowest recorded in 36 months
$4.422026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Arabic | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | Yes |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play and controls
The Steam PC version is single-player and has full controller support.
Language
English has full audio and subtitles; German subtitles are supported, but German full audio is not listed.
03Frequently asked questions
Where does the story fit?
The story takes place a few years after the events of Resident Evil 7 biohazard and follows Ethan Winters.
What do you do in the game?
Explore a mysterious village, fight in first person and evade its hostile inhabitants as Ethan.
Does the game feature familiar characters?
Chris Redfield appears, though his motives initially seem unclear.
Latest news about Resident Evil Village
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
So far it's great, it's a mix of RE7 and RE4 More action than 7, but scarier than 4Show moreShow less
no FOV settings in 2021Show moreShow less
This is an actual good game, I promise its not because the 9ft woman with a fat assShow moreShow less
all of the drm content and ♥♥♥♥♥♥ EULA stuff is ruining resident evil as a franchise. For the longest time I really didn't care, but as an adult I've started reading the mile long legal page before you can play, and its aggressively bad. you should really read it, they may eventually require an account for you to use the game you already own When using the Program, the user may be required to, or be able to, use the account service provided by Capcom. If you buy premium currency or dlc they can just take it if they feel like it 5.5 CAPCOM SHALL RESERVE THE RIGHT TO MANAGE, RESTRICT, CHANGE, CORRECT, AND REMOVE GAME CURRENCY OR VIRTUAL ITEMS (INCLUDING THEIR PRICE) AT ITS DISCRETION WITHOUT ANY LIABILITY BORNE TO USERS OR THIRD PARTIES REGARDING SUCH ACTION. CAPCOM SHALL GRANT A USER A NONEXCLUSIVE, NONCOMMERCIAL, NONTRANSFERABLE, NONSUBLICENSABLE LICENSE FOR GAME CURRENCY OR VIRTUAL ITEMS THAT IS REVOCABLE BY CAPCOM anything you discuss with people while in chats ideas or otherwise while using capcom games is now immediately and totally owned by capcom When the user posts, publishes, discloses, or otherwise shares User Content in the Program, the user shall grant Capcom to the extent not violating applicable law a worldwide, non-exclusive, transferable, sublicensable, free, and irrevocable right to use or make use of the User Content (including secondary use) in connection with the provision of the Program and goods or services related to the Program for the duration of the intellectual property rights. you "legally" cant say you're unhappy about capcom once you purchase their stuff 7.5 The user shall not include any of the following items in User Content: (i) Items that damage the reputation or credibility of Capcom if your country's laws protect you from bad business practices, ♥♥♥♥ you they don't 12.6 IF APPLYING ANY OF THE PRECEDING PARAGRAPHS IN THIS ARTICLE IS RESTRICTED BY APPLICABLE LAWS OR ORDINANCES, THEN THE LIABILITY BORNE BY CAPCOM TO COMPENSATE THE USER SHALL BE REDUCED OR WAIVED TO THE MAXIMUM DEGREE ALLOWED BY THAT LAW OR ORDINANCE. they can change the agreement by mentioning it on pretty much any medium and now whatever other crazy stuff applies 13. Amendments to this Agreement Capcom may, at its sole discretion, amend the provisions of this Agreement by posting the amended content of this Agreement on a Third Party PF, the official website for the Program’s titles, or on the Program’s screen. The amended provisions shall come into effect thirty (30) days after such posting or on a date separately stipulated by Capcom. By continuing using the Program after the amendment hereof, the user shall be deemed to have agreed to the amended Agreement. you cant pass your account down to anyone else 14.5 Without prior written consent of Capcom, the user shall not have a third party assume the status hereunder and shall not transfer all or part of the rights and obligations hereunder to a third party, have a third party assume them, or offer them as security. This is really a bummer, I like the content, but I can't keep supporting these awful business practices and I personally don't think you should eitherShow moreShow less
⣿⣿⣿⣿⢋⢐⢔⣴⣬⣕⣔⣌⣬⣩⡹⣛⣛⢻⠿⠿⠿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⡿⠇⢔⢡⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣽⣿⣟⣷⣶⢧⣮⣍⣝⢻⢿⣿ ⣿⠟⡑⢅⠕⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠟⢻⣿⣶⠊ ⡏⢌⢌⠢⡡⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡀⢸⣿⡇⠄ ⠨⡂⠆⠕⢌⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⠧⠾⢛⣭⣴ ⠨⡂⠕⢅⠕⡸⣿⣿⣿⣿⣿⣿⣿⡿⡿⠿⢟⢛⠫⡋⢅⠕⡐⠔⡰⣿⣿⣿⣿ ⡑⢌⠪⡐⢬⢢⢩⢙⢍⠍⢕⢑⠰⡈⡢⡑⢅⠢⡑⢌⠢⡑⢌⢊⠆⣹⣿⣿⣿ ⡨⢂⠕⡨⢂⢅⢃⠇⢧⢹⡸⡸⣘⣒⢲⢸⢰⢱⢸⢰⢱⡘⡜⡔⣹⣿⣿⣿⣿ ⣿⣶⣕⡨⢂⠆⢕⠨⡂⢆⠪⡘⢌⢊⠪⡊⡚⠜⡊⡪⢊⠜⡨⢐⣿⣿⣿⣿⣿ ⠉⠛⠿⢿⣷⣷⣥⣎⣔⡡⡊⢌⠢⢡⢑⠌⡌⢌⠢⡊⢔⣡⠂⠈⠉⠿⣿⣿⣿ ⠄⠄⠄⠄⠈⠉⠛⠿⣿⠉⠄⠄⠄⢀⠄⠄⠄⠄⠄⠄⠄⠙⠄⠄⠄⠄⠐⠹⣿ ⣿⣿⣿⣿⠛⠻⢿⣿⡿⠿⠿⢿⣿⡿⠿⠿⢿⣿⡟⠛⠿⣿⣿⡿⠻⣿⣿⣿⣿ ⣿⣿⣿⣿⢈⡁⢸⣿⡇⢰⡆⢸⣿⡇⢰⡆⢸⣿⡇⣉⠄⣿⡿⠁⠃⠹⣿⣿⣿ ⣿⣿⣿⣿⣤⣤⣼⣿⣧⣤⣤⣼⣿⣧⣤⣤⣼⣿⣧⣤⣤⣿⣧⣼⣿⣤⣿⣿⣿Show moreShow less
So far, I have to say I'm very disappointed. It is certainly a spiritual successor to Resident Evil 4, and I'm positive that people desperate to scratch that itch will be very happy. But for me the story and the characters have been an enormous let down and the horror aspects are almost non existent for a Resident Evil game. Compared to the horror masterpiece that was RE:7 this game feels like it was made by a completely different studio. Warning: There will be minor spoilers in beyond this point. (Only two and a half hours in so far) Ethan is just...bad. His voice actor is not doing the character justice, no emotion just flatly reading a script. The character is running around this game world acting as if he didn't survive the absolute nightmare of RE:7 – scared of everything, surprised at the existence of monsters, cowers in fear non stop ect. It may as well be any random person. Also Ethan is an immortal, unstoppable juggernaut that belongs in a Marvel movie due to his superhuman resilience. It's beyond typical video game shenanigans, this guy may as well be Thor. And I'm not referencing the games (limited) fighting, within my first 2 hours, in the cut-scenes he has suffered the following injuries; :Been in a serious car accident that was dangerous enough to destroy the armoured truck thingo he was in and kill all the other passengers. The crash also left him outside in the freezing snow for hours. And Ethan is from Texas, so not exactly conditioned for such temperatures. :2 fingers and a good chunk of his left hand bitten off. Doesn't even bandage this for quite some time. :Punched, stabbed, beaten and pulled through a wooden floor. :Impaled through the chest by a long metal pipe. :Knocked unconscious by having heavy metal objects slammed into his entire body via some characters psychic/magic abilities. :He took a full swing to the chest by a gigantic hammer (hammer taller than him) wielded by a monstrous werewolf troll creature – this monster could throw a car around like a toy, getting hit by this hammer would splatter an elephant. :Tied up and dragged a not insignificant distance through hewn rock passageways, and he was unconscious for most of the journey, banging his head into the rocks the whole way. :Has a sickle slashed deep into each leg by superhuman strong vampire babes and then dragged through the castle. Somehow his legs are still attached. :Has a blade driven through each hand and is then suspended in the air via those blades....Ethan then pulls himself free by slicing his hands in half. (not joking). But nevermind those injuries, he is running around jumping, handling firearms and crafting bullets. It's just absurd. Immersion breaking. Speaking of immersion, it's NOTHING at all like RE7. RE7 was scary, it was tense, it was unapologetically gory, gross and gruesome in equal measure. Nothing of the like so far in village. It has about as much horror elements as Skyrim thus far. Your just the terminator running around, but voiced by a scared, confused nerd. As for the other characters. Well. Lets start with everyone's hotly anticipated favourite, Lady D. I dunno about you but I was expecting an evil, sadistic yet glamorous Romanian vampire queen. What I got was a big lady with an American accent who whines and throws temper tantrums. When you are introduced to her, she is literally having a sook, whining and even stamps her foot like a toddler. It wasn't scary or impressive, it wasn't even sexy, it was pathetic. Everyone has an American accent by the way, maybe we aren't in Europe, but Alaska or Michigan. Sigh. All the other characters so far have been empty, one dimensional tropes just there to die. The Daughters being the exception, the voice actress really put her heart into the role and combined with the excellent animation, the daughters are fantastic. And yes, for those wondering, very sexy, in the way that only blood soaked murder-torture vampire women can be. As for the gameplay? It's RE:4 style, with RE:7 modernisation, but none of the flair of either. In RE4 the 'arena's were interesting and featured all sorts of elevation so you could shoot enemies in the legs and have them fall off the cliff, or hot swap to your knife to stun enemies that got close. None of that fancy stuff here. In Village you … shoot enemies in the head until it explodes. When they get close, hold spacebar until they hit your fists and then you shoot them in the head some more. Takes 5-10 bullets. Woooo. Super exciting. The port quality is mostly decent, navigating the menus is clunky and obviously intended for controller, but no major issues other than changing resolution was a pain. Rather then a drop down menu, you have to change it one selection at a time and go through the (short) process of black screen + clicking yes to accepting the new resolution. Going from the default console resolution to 4k was more annoying than it should be. Graphics are fine. Not good by todays standards, not even close to the RE2 and Nemesis remakes, but on par with RE7 so more than good enough for me. Sound is ok. Under-utilised so far compared to RE7. It's just not spooky. TLDR: 3/10. Boring, aged gameplay, dumb, zero effort characters, pitiful villains, superhuman invincible main character, total lack of horror elements compared to other RE or similar games such as Silent Hill or The Evil Within. The good: the animations are fantastic, particularly the character animations. The Daughters. Wait for a big sale.Show moreShow less
Warning, this review will contain spoilers, but I'll spoiler tag them. I did my playthrough on Hardcore difficulty, I went slow, explored, did nearly everything, took me 23 hours (16 hours on the in-game timer). The reason my review says around 17 hours is because the first session I did completely logged off so I could *cough* play it a bit early. RE8 is a fantastic game. The biggest compliment I can give it is there's not a section of the game I thought was bad. There's sections I prefer, but I think the whole game is good. I find it strangely hard to compare the game to other RE games because of how... "fresh" a take some aspects of the game are. It does lack some tonal consistency & trades this off with variety & excellent pacing. The "Village" of the game works as connective tissue to help bring it together though, I don't know if the game would've been as good if you, for example, went linear straight from area to area. The hub Village works to help transition you from the different tones of each area, I actually think without the Village the game would've been a lot worse. It's made me think a lot about game design, since in earnest the developers words of, "Theme Park of Horror" describes RE8 near perfectly. I do notice each part of the game taps into aaspect of Resident Evil. The opening prologue hour taps into the sorta "cinematic opening" chapters RE has been doing recently, between RE7, RE:2, RE:3. Dimitrescu's Castle is an expansion on the "Classic RE Unlocking Survival-Horror" area, like Baker's House in RE7, or RPD Police Station in RE:2, giving a stalker enemy with rooms to solve, puzzles, shambling enemies. Beneviento's House is an expansion on the Escape Room idea that RE7 had, in Lucas' Birthday Tape section, or the Banned Footage Bedroom DLC piece, except they decided to increase the horror aspect of it. Moreau's Reservoir is basically an expansive boss fight, something the series has tried a few times to accomplish, but go through an area with the monster harassing you, ultimately ending with its boss fight. I do think his area could've done with a bit more to it, but I think it actually is the most successful attempt at "cinematic horror, monster build-up" the series has done to date. The Stronghold actually has some of the best battle arenas in the game, & I actually ended up loving it. It felt like taking what they learned from RE4 & RE5's more intense battles, & making a few really well designed combat encounters with tension & crowd control. Heisenberg's Factory felt like working on labyrinth-esque design & trying to blend tension further into the combat, making trickier to face monsters (a few I noticed pulled from series history, like beserk Chainsaw Majini, a little Garrador-esque for the mini-boss). Then capping it off with an over-the-top dumb but fun battle. Chris' section feels like an expansion on the side character segments in many RE games, when they tried to go for more action-packed sequences, to make it feel good & empowering, but with new mechanical hooks to play around with in a brief exchange. And finally, the final boss & sequence just felt like they wanted to make a good final boss fight, & a better than usual RE ending. I can actually see pretty clearly that RE8 was them further developing a lot of individual elements the series has toyed around with in the last decade, & the biggest compliment I can give RE8 is I feel it's a successful one. I think each area pretty successfully manages to be an improvement of what came before. And I think the Village helps round it out. I've concluded I really like horror games with "small hub areas", I personally loved it in Silent Hill Downpour, Evil Within 2, & now Resident Evil Village, where there's side areas to do, mysteries to solve, hidden events off the main path to just explore. The Village in RE8 isn't big, but it's very dense, and as I said, I actually think it was the perfect solution to help connect the tonal contrast and help the game feel thematically consistant and connected, as otherwise the huge tonal whiplash between the various areas could've been done a lot more poorly. I do think the boss fights also end up being stronger than usual for the series, it does feel there's a bit room for improvement, but the series has a rocky, uneven history with boss fights, & I can say Village has more consistently good boss fights than other entries, helped they're all pretty varied to each other. I really like Ethan's story, I think the reveal how Ethan was essentially a BOW ever since the beginning of RE7, just he and no one else outside of Mia was aware of it, is interesting. It also puts an interesting spin on Mia, who seems to sympathize with BOWs, as she did with Eveline, & seems to still accept Ethan as her husband (& I guess even conceives a child with him) knowing he was essentially a perfected Molded all along. Speaking of that, I like how RE8's ending does a lot of, "Show, don't tell," answering questions but raising a lot, & they're legitimately interesting questions & answers. I suspect RE8 will leave a lot of questions & uncertainties for the time being, but I think it makes the future of the series more interesting. RE8's story is kinda' out of focus until the last hour or so, but I think it's held up by an interesting cast of villains. I'm actually sad the RE8 villain cast only get so much screentime, each one of them felt like they had potential to do more, but that's a huge step up from boring villains the series had going for it compared to some of the recent past entries. I know I loved RE8, but I need a bit more time to digest where I'd place it on my series chart. Most RE games have a consistent tone that kinda degrades in the last third. RE8 doesn't suffer this problem, but in exchange it switches multiple tones during its course. The Village does help connect them, but they're still quite different to each other. Village is held by its core themes, Village setting, & characters, but the actual gameplay experience goes a bit all over the place. Compared to, say, RE7, which nailed its hillbilly found footage horror aesthetic & focus on the Baker Family, RE8 is a bit more all over the place. This leads to greater variety, & I think RE8 nails what it's going for, but it's very different, & actually makes them hard to compare for me. I think RE8 virtually solves all of RE7's problems, IE it has a good final boss fight, Chris is really interesting in RE8, new much more interesting enemies, with new enemy types introduced through the whole game, with a better back-half, but it's such a different game than RE7 in so many ways I still find it hard to compare the two. Which I guess is also interesting, since RE8's foundation is so clearly RE7, that the fact it feels so different speaks to them doing a lot with that foundation to make it something entirely new that doesn't feel like a retread at all. I'm very curious what fans & Capcom ultimately pull from RE8, but my immediate impressions are glowing. I think it makes the series future exciting. I think it's a very good game, a weirdly experimental RE, but a successful one.Show moreShow less
Serious question: who is this game for? RE8 is a strange, incestuous mix of Resident Evil 4 and 7, but it isn't as good as either save for graphics. Being a sequel to 7, it takes place after that game and uses its first-person gameplay, but with several thoughtlessly-repeated mechanics and concepts from 4 without any understanding of why they were implemented in the first place. The inventory system is the big one. RE8 initially presents itself as more of a survival horror title, but it has no real inventory management. Space is never an issue, so you can pretty much carry whatever you want at all times. Having space at all is basically rendered pointless because crafting materials for healing fluid, ammo, and explosives don't take up any space. The created items do take up space, but you can mitigate that by only crafting them when you need them since you can carry unlimited crafting materials. I only ran out of space ONE (1) time and that was solved by rotating one item. In RE4, weapon attachments took up space and continued to do so even if you had them equipped, so you had to sacrifice space if you wanted to use them. The attachments in RE8 only take up space so long as they are unattached from their corresponding guns. Once you equip them, they're removed from your inventory and can't be removed from the gun or sold; the decision makes itself. Furthermore, you're never strapped for ammo since you can just buy it from the merchant. In fact, I was literally given free ammo and a healing item as pre-order bonus. The purchasable resources and practically non-existent inventory management really take away from any tension during gameplay. There's literally no point in having inventory space like this if you aren't going to be limited by it. On the topic of combat and weapons, every new handgun or shotgun you get is a flat-out upgrade over the previous ones. They don't have different abilities or characteristics that would give any reason to utilize them like in RE4 (piercing, spread, speed, crit chance). People still argue about which is the superior handgun between the blacktail or the red-9 and make legitimate arguments for both. The same cannot be said about RE8's weapons. RE7's combat was mediocre at best, but it was perfectly serviceable for survival horror. I think even the staunchest defenders of RE7 will agree that its last third is the weakest due to increased linearity and focus on combat. Instead of fixing that, RE8 literally doubles down on the worst parts of 7 for its latter half. The combat is just not a good fit for RE4-style shooting galleries. You aren't spending the majority of time in one interconnected area and resources are abundant, so you never really need to make a choice about whether to engage in combat or not and clear out a specific area. The best option is almost always to kill every enemy in a given area. In RE8, there are no specialized melee moves, the guns aren’t satisfying to use, and there are few (if any) context-sensitive enemy reactions (shooting enemy legs to make them kneel, making enemies drop dynamite or torches, shooting enemies by ledges to make them fall). I occasionally made some Lycans fall off ledges, but the opportunity rarely ever arises. You can set enemies on fire, but I only remember doing this once to solve a puzzle (admittedly a pretty clever one). The point is: these systems are in the game, but aren't utilized nearly enough. Ultimately, RE8 can't cement itself as either solid action or survival horror. In terms of areas, the village, castle, and doll house are all great. The other areas, while graphically-impressive, are quite bland. The game makes a good first impression in the first half. The initial village assault is frantic and intense, as you have to fend off several Lycans similar to the opening survival bit in RE4. I feel that a lot of people will find blasting Lycans off of a rooftop and barricading doorways to be a highlight of the game. The castle is what I expected and wanted the entire game to be: puzzle-like progression in a semi-open map with stalker enemies. Dimitrescu and her daughters aren't that difficult to avoid, but things can get pretty nerve-wracking when they start appearing unscripted, especially when two of them show up at the same time. Puzzles here aren’t challenging, but it's acceptable given that the area is early and at least attempted classic RE level design. The dollhouse is a change of pace, but it is expertly done. The emptiness and initial lack of any music is really eerie. I was super tense during the segment and was intentionally walking slowly. You have your weapons taken away for a majority of the segment and solve some more admittedly-basic puzzles, but the incredible atmosphere and sound design of that area make up for it. Although, I can see why some may find it tedious, especially on repeat playthroughs. The reservoir, though, is extremely dull and uninteresting. Kind of hilarious how the giant fish can only get you on specific boards, which basically kills all tension. I won't compare it to the giant fish from RE4 because that isn't gonna end well for RE8. This area also lacks any original enemies, which is highly disappointing because aquatic enemies could've been really freaky (like some zombified anglerfish or mermaids). Stronghold is just a forgettable, linear action sequence without anything going for it. Factory is the only other major area after the castle. It looks decent and some of the enemies are cool, but it’s so far removed from the tone and aesthetics of everything prior that it literally feels like a different game at that point, and not in a good way. RE8 has a mercenaries mode, but it's easily the worst iteration of it. There are no extra characters or loadouts; you buy/sell what you want between fights. You have to move around to different part of the map and can only kill a set number of enemies on a generous timer instead of an endless horde. The best strategy is always to buy a single weapon and upgrade it as much as you can. It's braindead and offers no flexibility. In previous games, you rarely had to actually look for enemies to kill. They would always come to you. Most enemies in RE8's mercs are those Dark Souls-wannabe zombies(?) that aren't fast or aggressive, so you have to actively go and look for them. It's not so bad in early levels, but this makes the factory an absolute trash fire. It's incredibly easy to miss a single enemy that you didn’t see behind some random corner and lose your combo looking for the ♥♥♥♥. In previous games, if a story level didn’t work in mercs, they would just make a new level built for the mode using the same assets, but we don’t get that here. Part of the appeal of mercenaries was getting to play as characters unavailable in the story like villains. RE8’s first-person perspective may not make the idea seem novel, but it would’ve been a better way to handle special abilities rather than giving randomly-selected, boring upgrades. Chris could have an expanded melee system or one of Dimitrescu's daughters could do quick dodges or special attacks by turning into a swarm of insects. Hell, I would've settled for even less. If they just swapped the player hands and voice lines, that would've made me spend a little more time on it. I'm spit balling ideas here, but it's pretty clear that RE8's mercs mode is bare-bones and half-assed. It also accentuates how weak the combat is. #notmymercenaries Again, who is this game for? There's no real inventory management, resources are never scarce, the few puzzles are basic, and the game stops trying to be scary in any capacity halfway through, so it's clearly not for survival horror fans. The gameplay is a straight downgrade from RE4 in every regard, so it isn't good action either. It isn't even a bad game, but it’s not worth full price. In fact, for the full price of RE8 you could probably buy both RE4 and 7, both of which are better purchases.Show moreShow less
4 + 7 = 8Show moreShow less
[Completed on both Standard and Hardcore Modes. Previously played many Resident Evil games and I loved the RE7 take on the franchise] The game takes you by the hand every step of the way. The map looks like a maze at first sight, but it very soon turns into a giant corridor -one you never really get out of. There are about two sections in the game where you are allowed to explore certain parts of the village with a tiny bit of freedom, but it's all so very quick and straightforward. Treasure locations are automatically added to your map, there are many notes telling you not to miss certain rare items. Puzzles are an insult to the player, pure and simple. Some even ask you to spend bullets on them. Because that's the sort of game RE8 is : shoot your way to the final boss. Bosses are bullet-sponges with only one requiring a little bit of strategic endeavor. Lady Dimitrescu, as some sort of new Mr.X, never made me change track. You just run alongside her when she appears, or you run into the doors she's opening : she won't touch you and you'll be long gone by the time she turns around. She hardly ever appears in front of you anyway. Not a fan of the gameplay : weapons feel stiff, you run into the same enemies too many times over and you just shoot them 'til they die. Close-combat is nowhere near precise, you turn around enemies that also turn around you in what seems like an endless spiral of ridicule. Dodging is awkward as I often don't feel like I'm running. I love abandoned towns, haunted houses and gothic castles. The first views in the game are really compelling, and the modelization of faces and the rendering of interiors can be sumptuous. While the Art Direction is incredible (I love the look of these monsters!), the Village looks like an ice sculpture. Nothing moves except a few branches and a flock or two of crows. There are no flags, no wind, no 3D elements to make it all alive. Every dead guy model on the road is the same dead guy. Every crucified guy on the road is the same crucified guy. Every half-eaten, hanged man on the road is the same hanged man. How can you not notice such display of artificiality ? And don't get me started on that Lycan attack at the beginning of the game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.

