
Resident Evil Village
If Resident Evil 4 and RE7 had a gothic horror baby, this is it. Around 10 hours of first-person survival action that shifts tone wildly between sections and mostly gets away with it.
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I went into Village half-expecting a safe sequel that just rode RE7's coattails into another farmhouse nightmare. What I got instead was something more theatrical and more ambitious, for better and for worse. The game drops Ethan Winters back into chaos almost immediately, this time in a snowbound Eastern European village crawling with Lycan packs that attack fast, travel in groups, and force you to decide in real time whether to burn ammo, use the environment, or just run. That opening gauntlet is genuinely tense and sets a tone that the rest of the campaign tries hard to honor. The structure is where Village gets interesting and divisive. Rather than one sustained mood, Capcom carved the world into distinct chapters, each anchored by a different lord with a different horror register. The castle segment, built around the towering Lady Dimitrescu, is gothic and methodical, with puzzle-locked doors and the slow dread of being hunted through ornate corridors. Other sections pivot toward outright dread or near-action spectacle. Some players find the tonal whiplash incoherent. My read is that it keeps the runtime from ever going stale, even if the seams are visible by the third act. The pacing wobbles late in the campaign in ways that feel distinctly Resident Evil, which is either charming or frustrating depending on how much goodwill the earlier hours have built. On the systems side, Village borrows the RE4 briefcase inventory, which means juggling handguns, shotguns, sniper rifles, and pipe bombs in a grid where space is always a mild puzzle. The Duke serves as the in-game merchant, accepting Lei (the local currency, looted from enemies and hidden around the map) for weapon upgrades and ingredient-based stat boosts. Hunting animals scattered through the environment feeds into permanent health upgrades via the Duke's recipes, a loop that rewards thorough exploration more than it demands it. The upgrade system has drawn some criticism for feeling incremental at lower difficulties, and that is fair, but on standard difficulty the ammo economy stays tight enough that damage upgrades translate into real savings. Mercenaries mode, unlocked post-credits, adds a score-attack layer built around stage-based combat runs where you spend between waves on new loadouts, which gives the whole package a second life beyond the main story. Where Village stumbles is in the same territory critics flagged on release: the puzzle design is lightweight compared to the series' best, the final act rushes through its reveals, and hardcore fans of RE7's slow-burn claustrophobia will notice that Village has traded some of that tension for spectacle. The PC version at launch had performance complaints, though patches addressed the worst of it. What the game does exceptionally well is atmosphere per square metre. Every location looks dense and deliberate, and the RE Engine's lighting holds up well even years on from release. If you have never played RE7, you can still follow the story, but some of the emotional weight lands harder with that context. Bottom line: this is a confident, visually striking action-horror game with enough replay hooks (New Game Plus, Mercenaries, challenge unlocks including the S.T.A.K.E. AutoMag) to justify a second run for anyone who finishes it wanting more. It is not a pure horror game, it is not a pure action game, and that is precisely the point.

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Etiquetas
Requisitos del sistema
Mínimos
- Processor
- AMD Ryzen 3 1200 / Intel Core i5-7500
- Memory
- 8 GB RAM
- Graphics
- AMD Radeon RX 560 with 4GB VRAM / NVIDIA GeForce GTX 1050 Ti with 4GB VRAM
- DirectX
- Version 12
Recomendados
- OS
- Windows 10 (64 bit)/Windows 11 (64 bit)
- Processor
- AMD Ryzen 5 3600 / Intel Core i7 8700
- Memory
- 16 GB RAM
- Graphics
- AMD Radeon RX 5700 / NVIDIA GeFo…
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Información del juego
- Desarrolladora
- CAPCOM Co., Ltd.
- Distribuidora
- CAPCOM Co., Ltd.
- Fecha de lanzamiento
- 6 may 2021








