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The Guardian - UK
The Guardian - UK
Entertainment
Keith Stuart

Resident Evil at 30: how Capcom’s horror opus has survived and thrived

Scene from Resident Evil Requiem showing character with syringe in tense moment
Flourishing … Resident Evil Requiem introduces FBI agent Grace Ashcroft. Photograph: Capcom

To many of us playing and writing about video games in the 1990s, Resident Evil seemed to come out of nowhere. The emerging PlayStation and Saturn consoles were all about slick, bright arcade conversions – the shiny thrills of Daytona and Tekken – and Japanese publisher Capcom was in a rut of coin-op conversions and endless sequels to Street Fighter and Mega Man. Scary games were rare at the time and mostly confined to the PC. So when the news of a horror title named Biohazard (the Japanese name for the series) started to emerge in 1995, it caught the attention of games journalists as it seemed radically out of step with prevailing trends. Games were about power, but as early demos quickly revealed, Resident Evil was about vulnerability.

Thirty years later, it’s still here. The series has sold more than 180m copies worldwide, with 11 core titles and dozens of spinoffs and remakes, as well as film, television and anime tie-ins. Its characters and monsters are icons, its tropes now embedded in game design practice. What has allowed it to not only survive but flourish in such a rapidly changing industry? Why do we still let it scare us?

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