Observers have long noted that the Resident Evil series tends to shift its core formula roughly every decade. After a era dominated by fixed camera angles and survival horror, the franchise pivoted toward third‑person action, then briefly circled back to its roots with a first‑person perspective. The series keeps evolving, and it would be surprising if another leap is not in the cards soon. This examination considers Capcom’s potential mechanics and ideas that could renew the franchise’s gameplay. Many of these concepts have appeared in projects from other studios, validating their relevance to contemporary horror gaming.
Full -ded
In Resident Evil, melee actions exist as an assist rather than the primary means of defeating foes. The knife serves as a finishing tool when a zombie is already down, and a buckshot lands to finish the encounter. In some installments, even the original game’s knife or a stun device act as a disposable safeguard. If the hero finds a new life, close‑quarters tools can be used to break free from dangerous holds before a creature bites.
Cold weapons carry meaningful value in the series, and transitioning them into a credible firearm substitute could be a rich avenue for Capcom to explore with careful experimentation.
Fighting various enemies in recent titles like TCP can feel more tedious than thrilling. The point is not to imitate the game itself but to emphasize the design logic behind close combat as a means to heighten fear. The aim is for every encounter with monsters to catalyze a genuine sense of panic, rather than simply trading gunfire at range.
There is merit in how The Callisto Protocol foregrounds close fighting, yet execution often leaves something to be desired. The idea of tightening melee while preserving tension resonates with many players, even if the implementation needs refinement.
Meanwhile, The Last of Us games and the Silent Hill 2 remake demonstrate how a well‑woven melee component can enhance gameplay. In Silent Hill 2, a rusty pipe becomes as vital as a gun, and swinging it requires timing and attentiveness to enemy patterns. It feels engaging because players must read intervals between attacks and react with precise dodges rather than mashing a button. The result is a satisfying rhythm where players feel intimately involved in each swing.
Such a combat system could suit a setting steeped in malevolence. The series has already begun edging in this direction: the remake of Resident Evil 4 introduces knife parries, suggesting Capcom may expand on these mechanics in future installments.
What kind of close‑quarters format would you like to see in Resident Evil?
More freedom
Resident Evil games often require players to spend time locating keys to access locked areas or valuable resources. The thrill stems from the intricate level design and the uncertainty of where the next key is hidden, which adds a layer of suspense to exploration.
Yet gameplay could be enhanced by providing multiple avenues to reach the same room. If players can approach the same objective through several routes, the experience becomes more open without sacrificing atmosphere. A compelling reference point is Amnesia: The Bunker, which blends memory‑loss survival with puzzle solving in a way that invites creative thinking and non‑standard solutions.
The Bunker presents rooms that can be entered through varied methods. Keys or passwords are just one path among many options. For instance, a wooden door might be blown open with a grenade or explosive, saving time when supplies are scarce. Alternatively, a shot from a gun or a heavy object can disable it, and sometimes the best route is to enter via ventilation — a reminder that freedom can come from multiple approaches rather than a single, linear path.
In a memory‑driven experience, this approach can maintain tension while expanding the sense of discovery. It is hoped Capcom will consider how to translate these strengths into a Resident Evil title that respects its legacy while inviting new strategic choices.
Non -Linear structure
Before its release, some fans debated whether Resident Evil Village represented a truly open world, or if it kept players on a directed path across distinct areas. The game still follows a progression from one location to another, but the idea of a non‑linear structure persists in the wish lists of many players. If Resident Evil 9 were to adopt a real open‑world approach, the question would be how to balance player freedom with a cohesive narrative flow, ensuring the plot advances regardless of the path chosen.
A design direction seen in The Legend of Zelda: Breath of the Wild and Elden Ring offers a model: players roam in a broader space, visiting key zones in any order while the story unfolds in parallel. This approach could reveal open‑world potential for Resident Evil and strengthen a franchise renowned for its memorable settings and enduring lore.
In closing, this discussion does not claim that Resident Evil is inferior to rivals. Rather, it suggests that many developers could learn from Capcom’s successes and that there is value in continuing to refine the accepted formula, borrowing ideas that have proven effective in other projects.
What ideas would you like to see in the next Resident Evil title? Share thoughts in the comments.
Is Capcom ready to make Resident Evil games less linear?