Video Games

Resident Evil Village VR Review

We all know that Mrs. Dimitrescu is tall, but I was still shocked to see her looming over me from a VR first-person perspective. Beyond my fascination with tall vampire women, Resident Evil Village VR offered a fresh perspective on an almost two-year-old game of hers I’d played a dozen times, giving me my undivided attention. Attracted. From a strong tutorial before you start playing to the many ways you can customize the controls for the most comfortable experience, Resident Evil Village’s VR mode isn’t an afterthought, it’s elaborate and exciting to experience an already great game. That’s the way.

Nothing has been watered down by the move to VR. From start to finish, you must survive Ethan’s rescue mission. That said, this mode doesn’t give you access to all the features Resident Evil Village has to offer. His Mercenaries mode in Timed Challenges is not supported in VR (presumably because it’s all about traveling quickly). Anything already unlocked in non-VR mode, such as weapon attachments and upgrades, cannot be transferred to VR mode and all those items must be unlocked again. This obviously isn’t a big deal for someone new to Resident Evil Village, but as someone who unlocked and upgraded every weapon over the course of a few playthroughs, it was disappointing. In addition, Village VR offers new weapon attachments, such as a bayonet for his M1897. It can be purchased from The Duke after destroying a certain number of tree goats scattered throughout the village.

Unlike the third-person mode available in last year’s Winter’s expansion, Resident Evil Village is primarily VR-driven. Exploring this remote European village has never been so immersive in the action. From using hands to move ledges and barricade doors, physically reloading firearms, and drowning Ethan’s hand in a medical emergency, Resident Evil Village VR is unlike any traditional 2D first-person game of his. It captures an unattainable level of realism.

Village VR looks beautiful. Roaming the map and scrutinizing every detail in the environment can easily get lost. At Dimitrescu Castle, I returned many times to examine all the paintings and photographs on the walls. That said, with the action all right in front of you, it’s easy to spot a few things during your exploration, especially the low-res textures of the rotting food scattered throughout the village.

Nothing was watered down in the transition to VR.


Resident Evil Village VR’s controls have all the options you’d expect, each with their own strengths and weaknesses, but you can play standing or sitting. Playing standing gave me easier access to the arsenal, which usually didn’t tire me out after playing for long periods of time, but playing sitting did lengthen the play time, but you can still throw pipe bombs and use scopes could create an uncomfortable angle when aiming a Sniper Rifle. Customizing the control scheme can help either way. You can toggle between options such as physically reloading the weapon manually or automatically. I chose two hybrids because I had a lot of fun mimicking the action of a real gun, but in busy situations with a lot of action happening, it would be nice to have the gun reload automatically.

Knife combat has also been significantly improved. What was once limited in movement and stiff with controllers is now very smooth and responsive when you actually swipe enemies and crates. (Alternatively, you can punch every crate you see, which is also very effective.) However, something even more interesting I discovered while playing with the knife was that it immediately respawns in the holster, so It’s about being able to toss without worrying about collecting them later. A few seconds later. This makes it a convenient way to kill enemies and destroy boxes from a distance without using ammo.

Access to Ethan’s arsenal is by hand, drawing weapons and ammunition from different parts of his body. The idea is immersive, but the various methods required to access weapons are a bit cumbersome. I even stretched. I wish there was a hybrid option that could bring up a quick menu with four preset weapons of your choice, similar to what Resident Evil 4 VR had to offer, but given the lack of a D-Pad on the PS With VR2’s new sense controller, it doesn’t seem feasible.

I didn’t need to use my blocking ability during the base game (even playing on the higher difficulty Village of Shadows), so I sometimes forgot that the Village had a blocking ability, but the new in Village VR We were best friends. With so many enemies closing in on you at once and the high stress of trying to reload your weapon and avoid damage at the same time, blocks have become a very useful tool that I didn’t rely on before.

Dual wielding makes it much easier to get out of a tight spot.


Blocking may have felt new, but one of the really VR-exclusive features is the ability to dual wield weapons. This makes getting out of tight situations much easier and allows you to burst Lycan skulls faster. You can also hold it and use it with one hand. This is very useful when you need to shoot nearby enemies quickly, but it comes at the cost of reduced recoil aiming. bring.

However, the tension and jump scares I encountered in the original game were less scary in VR. Sure, some moments still left me in fight-or-flight mode, such as when Madame Dimitrescu chased me through the castle, or when I encountered certain sections of the Beneviet family. If you’re not looking in the right direction, you can miss most jump scares entirely. This is something Ethan learned the hard way when he first encountered Lycan. It doesn’t make a big impact on things, but it can still be a little disappointing.

Thankfully, much of Resident Evil’s tension and terror stems from the combat itself. There are some sections where the village throws dozens of enemies at once, and when the VR changes to combat, it’s easy to drop your gun when you intended to reload or forget to cock your shotgun after firing a shell. You can now Similar to what I said in my Resident Evil 4 VR review, this new fighting style comes with a steep learning curve that can be frustrating, especially in the later sections. believe me.

Village VR shares some frustrations with Resident Evil 7’s VR mode.


Unfortunately, Village VR also shared their frustrations with Resident Evil 7’s VR mode. Not only do they drag out the length of combat encounters, but they make for a very weird and annoying display, especially since you can easily look in another direction while the animation is playing.

Conversely, Resident Evil Village’s puzzles are much more fun to solve and interact with hands-on in VR. These sections can feel a bit tedious and repetitive in 2D if you’re just following tedious button prompts, but in Village VR you can flip a switch to restore power to a room or move a statue to Solve problems and physically manipulate objects. Puzzles make you feel more than busy work.

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