Review cover Resident Evil Village (Computer)
Official GBAtemp Review

Product Information:

  • Release Date (NA): May 7, 2021
  • Release Date (EU): May 7, 2021
  • Release Date (JP): May 8, 2021
  • Publisher: Capcom
  • Developer: Capcom
  • Genres: Survival horror, first-person shooter
  • Also For: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
The latest game in the groundbreaking survival horror franchise is finally here! After shaking up the series in the previous installment, how does Resident Evil Village push forward?

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Change is nothing new in the Resident Evil series. Whether it’s the “change” of normal human beings becoming one of the various types of bio organic weapons that the series is known for, or the real world gameplay changes that the series has gone through on multiple occasions, change has always been at the core of this franchise. The first example of the latter came in 2005, when Resident Evil 4 shook up the fixed camera angles and tank controls from the original three entries in the series in favor of the more action oriented third-person, over the shoulder camera. This became, and in the case of the recent remakes it still is, the standard for all new mainline Resident Evil games until 2017, when the series seventh installment returned to the survival horror roots while also swapping into a more immersive first-person view. My thoughts on Resident Evil VII: Biohazard have already been documented in one of my first ever GBAtemp reviews, but to summarize; I’m a big fan. So naturally, I’ve been eagerly anticipating Resident Evil Village and excited to see how Ethan’s story continues. But more importantly, I’ve been eager to see how the changes that Biohazard introduced affect the series moving forward. Well, finally, that wait is over. Let’s dive in and take a look at Resident Evil Village!

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Village’s story picks up three years after the events of Biohazard, with Ethan and Mia now living in an undisclosed part of Europe under protection from Chris Redfield, after being presumed dead following the events at the Baker House in the prior game. The two have been adjusting to their new lives well, along with their six-month-old daughter, Rose. That all changes one night when Chris Redfield storms the house with his squad, and kidnaps Ethan and Rose. Ethan wakes up outside of a remote village in Europe, and begins his quest to find his kidnapped daughter, unraveling the dark secrets of the village and its “leaders” in the process. Sound mildly familiar? We’ll get to that.

Starting with Village’s gameplay, unsurprisingly this is very similar to that of Biohazard, both being first-person shooters, but the biggest change comes from not only the number of enemies you’ll be facing at once but also how aggressive they are. It wasn’t uncommon in Village to be facing down a hoard of lycans or other minion creatures all at once, whereas I think the most Molded I ever saw lumped together in the previous game was, like, three. And while sure, there were points where you were intentionally overwhelmed to get you to run, the game also gives you so much ammunition and pieces to craft ammo that fighting back was almost always an option. In that regard, there are definitely parts of Village that feel more like an action shooter; but a really fun one, to be fair. The controls are tight, optimized, and even when I was just fighting creatures and taken out of the “true” Resident Evil experience, I was having a blast… for about fifteen minutes before a cutscene started up. This game has a lot of cinematics to sit through, and they often get integrated seamlessly from the gameplay. This makes for a great storytelling experience to be sure, but I just felt like there were SO MANY of them, and it definitely slowed my momentum to a halt at more than one point. Even the combat “cinematics” that get forced at certain points when an enemy deals damage to you, while not new to the series, feel way longer and way more frequent in Village than in any other Resident Evil game. The gameplay is fun, for sure. I just wish I was able to go more than fifteen minutes without being interrupted to get shown something, instead of experiencing it through the game myself.

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As a result of some of these changes, I found myself noticing how far this game strayed from some of the more “traditional” elements of Resident Evil. While I wouldn’t say this is as bad as Resident Evil 6 in that sense, there certainly are elements of Village that play a lot more like an action game than a traditional survival horror. Specifically, there’s some quality of life improvements here such as a single button to break a crate with your knife and all craftables and crafting itself being secluded to a separate menu than your inventory. While these are great for streamlining gameplay and getting you back to the action quickly, it does minimize one of the biggest challenges of traditional Resident Evil: resource management. With crafting of healing items and ammo now relegated to their own menu, it frees up your inventory for more guns and ammo, with barely anything else to take up that room and force you into a tough choice. Combine that with the fact that the game’s titular setting seems to be just raining bullets from the sky, and I never once felt like I was at risk of running out of resources. The game just gives you too much to ever really feel like you’re unprepared, or that you need to sacrifice something to pick up that new weapon you found. In fact the only time I actually felt a stress even close to that was in a portion of the game that seemed to be inspired by P.T., where your weapons were all taken away for the level. In fact, that level is, in my opinion, one of the scariest parts of the entire series as a whole. While there’s still plenty of classic Resident elements like the puzzles, lore documents, backtracking for progression and of course horror, I can’t deny that Village is weighted far heavier into action than it is “traditional” Resident Evil. But even at its worst, this is still a fun action shooter.

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So, let’s go ahead and address the El Gigante sized elephant in the room here; taking place in a remote European village with a connected castle and industrial setting, a story revolving around the search for a daughter kidnapped for nefarious purposes, seeing a return to “action-y” gameplay with survival horror elements, a version of the merchant coming back… yes this is a sequel to Resident Evil VII: Biohazard, but another appropriate title for this game might be Resident Evil 4 2: Electric Boogaloo. The influence that the landmark title had on Village is absolutely undeniable, and that’s been pretty well observed since even the first trailer. There’s even cut elements from earlier builds of RE4 that I feel were likely the inspiration for some portions of Village, such as the doll themed boss you confront in the middle of the game. It would be easy to write this off as “the Resident Evil 4 remake that Capcom really wanted to make,” but personally I think that’d be disingenuous. Yes, the influence is there, and yes I spent a lot of time mentally making comparisons to RE4. But even then, I feel like Village does more than enough to set itself apart as its own game: the heavy emphasis on hunting for treasure, for example, had me backtracking through the village for more than just story related purposes. And the addition of the Duke’s cooking menu offering permanent buffs for your playthrough, while certainly affecting the difficulty, brought something totally unique to this entry that I was excited to try. It may be derivative in parts, and the inspiration is undeniable, but Village thankfully manages to stand apart from RE4 and set its own identity.

It took me about ten hours to complete my first pass of Village, and that was while taking my time to not only explore each area, but actively seek out every marked treasure and beast in the game as well as complete all of the labyrinth puzzles for extra treasure. I didn’t manage to see or collect 100% of everything doing this, but I did feel like I saw a good chunk of what secrets the game had to offer. After my first pass of the game, I was awarded a sum of the in-game currency of challenge points, or CP, to spend on collectable digital figures, concept art, weapon upgrades for the story mode, and the bonus game the Mercenaries. Some of these unlockables, specifically some weapon upgrades, are locked behind completing the game at higher difficulties, and infinite ammo specifically requires you to completely upgrade and customize a specific weapon in order to unlock the perk. It’s a lot to go through to unlock something that used to be standard fare in the series, but ultimately I have to admit that I sort of like it; locking infinite ammo behind fully upgrading a weapon encourages replayability in the main game, and ensures that higher difficulty run-throughs have to be experienced at their full difficulty, instead of just cheesed through with the most powerful weapons in the game. Locking it further behind CP purchases does seem like a bit much though, as more CP can only be earned by completing challenges in-game, which often tie to the achievements that some will already be hunting for anyway. I’m hoping that more ways to earn CP will be added eventually, as right now it’s just a bit much to lock everything extra in the game behind this currency. Even the Mercenaries cost a pittance of 10 CP; it’s the cheapest thing in the store, and quite simple to obtain, but the fact that it requires any type of payment to unlock just bothers me a bit when it should be readily available after I complete my first pass of the game.

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The Mercenaries should need no introduction to longtime Resident Evil fans; introduced in Resident Evil 4, and also included in Resident Evil 5 and 6, The Mercenaries is a timed game mode focusing entirely on combat, having to take down as many enemies as you can before time runs out. Some changes to the mode-specific to Village include the change of being split into three chapters per game round, having to kill a set amount of enemies before reaching a goal to move on to the next chapter, being able to buy weapons and upgrades from the Duke between each chapter, and most notably only being able to play as Ethan whereas the other games had a wider selection of characters to choose from. Honestly I’m thrilled to see this game mode return after being absent from Biohazard (though the Nightmare mode DLC did act as a sort of Mercenaries successor), if only for Village's incredible combat gameplay. The mode feels so natural in first-person, and I think this is the most fun I’ve had playing in the Mercenaries mode… well, ever. 

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While some may consider Resident Evil Village a mixed bag, or chastise it for drifting even further from what Resident Evil is known for, I can’t stop myself from loving this game. It’s fantastically fun, absolutely gorgeous on a technical level that makes Biohazard look aged by comparison, and even despite the shift back towards action there’s still plenty of elements that keep me remembering that this is Resident Evil. It’s a game I’m sure I won’t be done playing any time soon, and one that I’d recommend to just about anyone; fans of action shooters, horror, and Resident Evil alike.

Verdict

What We Liked ...
  • Great gameplay
  • Amazing visuals
  • Feels like a natural continuation from Resident Evil VII
  • Despite changes made, still manages to capture the Resident Evil spirit
  • The Mercenaries is more fun than it's ever been
What We Didn't Like ...
  • Far too many cutscenes
  • Departing further from core of the franchise once again
  • I'm not a fan of locking literally every extra behind point purchases
9
Gameplay
When the game goes for the classic survival horror gameplay, it succeeds tremendously. And even when it shifts focus into the more action shooter elements, it's still a blast to play. Though personally, I'd have loved to see less of the "action" and more survival horror. Judging the game on its own merits and not what I wish it did instead, it's fantastic.
8
Presentation
The game is visually gorgeous, and the village and its various areas serve well as a hub for the game's adventure to unfold. While drifting further away from horror, the setting still manages to unnerve and impress in most parts.
9
Lasting Appeal
Resident Evil games typically get the most lasting appeal out of the replay-ability of each game. With plenty of challenges to complete in order to unlock everything, multiple difficulty selections to test your skills, and the arcade-style Mercenaries game mode, there's plenty more to do after your first pass of the game is done.
9
out of 10

Overall

Resident Evil Village comes close to being exactly what I wanted in a continuation of the series. A bit more of a focus on horror rather than action elements, and this might have been perfect in my mind. At its best, it fits right in with the rest of the series and offers some of the best horror in the franchise. And even at its worst, it’s still just a really good shooter with a spooky atmosphere that would remind me of Resident Evil games anyway were this part of any other franchise.
I'm at my second walktrough in Village of Shadows mode, very challenging and enjoyable if you love true survival horror experiences. My favorite part is the Beneviento arc, but makes me think that originally they planed to add real body parts instead of manequins, but it seems that Capcom wanted to tone down the mood because the public that complained about VII being "too scary", too bad for that, maybe we could get a Director's cut or something of the sort in the future lol.
 
R
Personally, 7 and 8 shouldnt have the RE name to them, should be a new IP of its own, but guess if they slapp RE brand to it, it automatically brings in the fanbase.

This game felt very much repetetive to 7 and other RE titles in the way it plays.

The odd jump scare was at times predictable, the only time you start to feel close to anything scary, isnt because of the (again makes no sense to the RE universe) vampires and wearwolves, but when you know your running low on ammo/health/resources.

It plays out like any other FPS horror, storyline makes no sense at all, in fact it feels more like an attempt to crap out another spin off.

The only thing that actually added a scary feel for some reason was not offered in 8..... VR.

The graphics were pretty nice, but in places it looked bad, i mean come on its ok having all this detail on the player models (tho ethans hands look like hes a barby doll), but in parts, environment textures look bad, like in todays age we are still getting flat 2D sprite textures for plants.

Youd think if at the start your going to have the village use of farm land and tall crops concealing the wearwolves, that they actually be 3D models, not flat 2D textures that simply wave left/right.
 
Personally, 7 and 8 shouldnt have the RE name to them, should be a new IP of its own, but guess if they slapp RE brand to it, it automatically brings in the fanbase.

storyline makes no sense at all

I will respectfully disagree on both of these points. I feel they are very much RE games and that the brand wasn't just "slapped on". People complained that the series was stale. Same old, same old, zombies, shoot, puzzle, zombie, wash, rinse, repeat. VII is what we were given after people begged for big changes & imo VIII feels even more like a RE game than VII did.

Storyline makes sense to me....
 
R
I will respectfully disagree on both of these points. I feel they are very much RE games and that the brand wasn't just "slapped on". People complained that the series was stale. Same old, same old, zombies, shoot, puzzle, zombie, wash, rinse, repeat. VII is what we were given after people begged for big changes & imo VIII feels even more like a RE game than VII did.

Storyline makes sense to me....
People if true, begged for changes because RE4 was the start of it going off the plot, then RE5 was practically the same shit again.

RE7 doesnt tie in with umbrella or the RE universe until a very tiny little bit at the end, wow kinda lame if you actually follow the games story, the purpose and how it happened.

A massive corporation, bio weapons ect and this just happens to be un manned on a ship?

8 is just cashing in on the fanbase, majority would agree 7 success on horror was because of VR, but it didnt feel like an RE game.

Its like having buffy the vampire slayer going against drug warlords.

Vampires and wearwolves in resident evil is a joke, not even linked to its universe, but throw in chris and say its umbrella.

Now it looks like theyre going to continue in another direction, which its ending and 8 makes no sense at all.

Poor story telling and just trying to make scare jumps by using predictable recycled game style.
 
Vampires and wearwolves in resident evil is a joke, not even linked to its universe, but throw in chris and say its umbrella.

Well, brand aside, it's still a very well executed game, isn't it? I didn't have that much time to play during the last days, but I just finished the castle which should be roughly 40% of the game and I am having a blast.
 
Well, brand aside, it's still a very well executed game, isn't it? I didn't have that much time to play during the last days, but I just finished the castle which should be roughly 40% of the game and I am having a blast.
More like 25%. You still have the other lords left and the final boss.
 
" absolutely gorgeous on a technical level that makes Biohazard look aged by comparison"

Biohazard looked aged the moment it released. Characters looked great, indoors looked fine and the outdoors looked like poo.
 
The Mercenaries should need no introduction to longtime Resident Evil fans; introduced in Resident Evil 4, and also included in Resident Evil 5 and 6...
THE FUCK is this blasphemy?! Looks like someone else does need the introduction it seems...

The Mercenaries was first seen in RE3 (with its seeds already being panted in 4th Survivor and Tofu Survivor on RE2, which follow a very similar formula to Mercenaries on RE3). RE4 only popularized and standardized the concept for both RE5 and RE6.

First fact check before dropping assumptions please.
 
I just finished the story mode last night and felt like 8's narrative ties Village to the franchise rather well, answering a lot of the questions players were left with after playing RE7. It also fixes many of its predecessor's shortcomings in the process, particularly in the aesthetics department - the monsters you encounter look and behave like RE ones, they "fit" in the universe more so than the Mold creatures which got old quick due to lack of variety. The title improves the "first-person Resident Evil" formula, and although I prefer the third-person installments myself, ultimately Village isn't a departure from the core RE series any more than RE4 was. It's a very solid game that plays off of goofy, cheesy horror films and it works. If there's anything I was left wanting more of, it's puzzle rooms the series is known for. I also wish I had the option to sacrifice high resolution and ray tracing for a chance to play this in VR - I kept imagining just how big of a blast that would've been.
 
Good Morning.:)

Thank you for this great Review @RyRyIV :yay:

First,for me:
Great Story at the Beginning,very nice,some Resident Evil classic Moments....very,very entertaining and good.

And then the "Heisenberg" Thing starts:

Departing further from core of the franchise once again

I do not really like or hate Village,but this is exactly my "Review" on Steam for this Resident Evil Part:

They made a very good Step with Resident Evil 7 in a new Direction.
They destroyed everything with Resident Evil 8

Because of "Part 7 was TOO SCARY...."...? :rolleyes:
And this "Wolfenstein Like" Part at the last Thirds....what a Bullshit....
No more new Ideas of your own,Capcom ?
If I want to play Wolfenstein, then I play "New Order" or another Part...

The Game Ending ?

......


Yes,maybe the Ending from the Resident Evil Game Franchise....but,no...wait....
According to the many Feedback,the Game Selling was awesome and the Game itself was awesome...so..yes,please,continuing with this Crap.....


Not to mention the very few "Issues" (Freezing/Stuttering/Frame Drops....possibly the same "Children's diseases" as with Part 7 - maybe again a "sloppy" Console to PC Portation...) also on High End Hardware (please take a little Time and read on Steam´s Capcom Technical Issue Threead...).
 
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I don't know if I agree with this. All Resident Evil games, from number one, had an "industrial" section like this. The clash between "classic horror" and "weird body horror laboratory" is intentional in the series. It reminded me of the laboratory in RE4 where you first encountered Regeneradors. In fact, I think the Factory was one of the better sections of the game - lots of exploration, lots of fooling around with the foundry and inventive monsters. Different strokes for different folks, I suppose.
 
*schnipp*
That "Laboratory" Thing is completely correct,but it was so obvious that this "Section" in Resident Evil 8 could be a Wolfenstein Level/Game.By the Way.....do you read the different Memos/Notes in the Game (for example Chris at the End in the Laboratory with many "References" to the Original Resident Evil Games/Series ? If yes,then you would agree.:P

:D
 
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I hate RE4 and now I'm disappointed with Village, RE7 was perfect and they should have kept it that way, RE7 was scary and full of puzzles and the story was a mystery just like RE1 2 which they are the best in the series, RE8 is good action game but it's no surviving horror, not scary at all and the puzzles are just take this item and put it there.
 
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I love Capcom but I never liked RE 7 or 8 for that matter.

We lost original RE characters, Chris is now an old loser, and Ethan isn't interesting enough (I loved RE6 Piers Nivans more and loved how he injected himself with the virus to kill the final boss and he died to save everyone).

And for God's sake I hate Mia. Now I hate her even more.
 
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Can't wait to see what the modding community comes up with for this game. Personally I'd like to see a mod where all the lycans are Teen Wolf (the 80s classic... not that tweener series crap) :)
 
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I hate RE4 and now I'm disappointed with Village, RE7 was perfect and they should have kept it that way, RE7 was scary and full of puzzles and the story was a mystery just like RE1 2 which they are the best in the series, RE8 is good action game but it's no surviving horror, not scary at all and the puzzles are just take this item and put it there.
Well they did tone down the scariness from 7 i would've liked it more if it was heart attack last game you'll play in your life scary :creep:
 
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Well they did tone down the scariness from 7 i would've liked it more if it was heart attack last game you'll play in your life scary :creep:

https://www.4players.de/4players.ph...oduzent_keine_staendige_Angst_in_Village.html

(Sorry,only german..)

The producer of Resident Evil Village (Tsuyoshi Kanda) stated in an interview with Axios Gaming via VGC that he doesn't want players to be in constant fear when playing the upcoming horror game. According to the statement, the RE Village development team didn't want to scare or frighten players too much after some feedback indicated that the predecessor (Resident Evil 7 biohazard) was "too scary."

Tsuyoshi Kanda: "When we develop a new Resident Evil game, our goal is not always to make it scarier than its predecessor, but to find a balance to give players a scary but fun experience. Some of the feedback we had received about [RE7] was that it was too scary to play. In one sense, that's exactly what we were aiming for, so it's a great compliment for us. But at the same time, our goal is always to create something that everyone can feel good about, so we lowered the tension curve [in RE Village] compared to Resident Evil 7 biohazard so players don't have to live in constant fear."

"For Resident Evil Village, we took a very different approach with the openness of the village and players not knowing what might be lurking behind the trees. Something we always have to pay attention too is the tension curve. We've also found that people become more desensitized to anxiety when they are constantly confronted with a tense situation or environment. Those moments of reassurance act as a buffer to make sure people aren't completely desensitized."
 
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https://www.4players.de/4players.ph...oduzent_keine_staendige_Angst_in_Village.html

(Sorry,only german..)

The producer of Resident Evil Village (Tsuyoshi Kanda) stated in an interview with Axios Gaming via VGC that he doesn't want players to be in constant fear when playing the upcoming horror game. According to the statement, the RE Village development team didn't want to scare or frighten players too much after some feedback indicated that the predecessor (Resident Evil 7 biohazard) was "too scary."

Tsuyoshi Kanda: "When we develop a new Resident Evil game, our goal is not always to make it scarier than its predecessor, but to find a balance to give players a scary but fun experience. Some of the feedback we had received about [RE7] was that it was too scary to play. In one sense, that's exactly what we were aiming for, so it's a great compliment for us. But at the same time, our goal is always to create something that everyone can feel good about, so we lowered the tension curve [in RE Village] compared to Resident Evil 7 biohazard so players don't have to live in constant fear."

"For Resident Evil Village, we took a very different approach with the openness of the village and players not knowing what might be lurking behind the trees. Something we always have to pay attention too is the tension curve. We've also found that people become more desensitized to anxiety when they are constantly confronted with a tense situation or environment. Those moments of reassurance act as a buffer to make sure people aren't completely desensitized."
kids shouldn't be playing it tbh (nor any RE game it's rated M for a reason (going off of my country's rating system) and if adult players are complaining maybe they should let off the RE series i myself rather shit my pants scared then calling a horror survival game weak then again do we really need people dying of heart attacks from a game? so in that sense it's justifiable to tone down the scary than have people die of fright
 
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Vampires and wearwolves in resident evil is a joke, not even linked to its universe, but throw in chris and say its umbrella.

I stopped reading here, it's very clear you haven't played the game and only watched random gameplay videos on Youtube, neither of this happens in the game lol, and Umbrella has one of the most important revelations ever in the franchise near the ending.
 
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My first playthrough I went hardcore difficulty, and boy was I disappointed in a lot of stuff.

I wish Capcom could figure out how to make their games actually difficult on harder settings as opposed to just...making the enemies spongier, game wasn't difficult whatsoever it just takes forever to kill everything. Yaaay. And even on Hardcore you weren't wanting for scrap, money, and ammunition to take care of most things. I'd like the think the Village of Shadows mode would fix that, but the little bit I played of it...nope, still seems basically the same so I stopped bothering because heehoo spammy bullets (((((((((((: isn't fun gameplay to me.

I was also fairly disappointed with how short each of the areas ended up being. Thicc dommy mommy castle took an ok chunk of time at first which was good...annnnd then everything after was way short sans maybe the industrial area. The only good "actually scary" area was like 20-30 minutes long which is pretty meh for a "horror" survival game. I was able to finish the game in like 7 hours on Hardcore, and granted I didn't try and 100% find everything and treasures or whatever, I still think that's just a bit too short for a first time hardcore.

And as mentioned in the review, the fucking cutscene interruptions every 5 seconds, goddamn Capcom lemme just play the damn game please.

I did quite like the story though, that certainly redeemed the game a little bit for me. I don't think I'd pay $60 for the game though, more like a $45 max kind of thing for me.
 
J
I just beat it, of the numbered series it's the best one since 4 which isn't saying much. It was a good game, but I wish they could reclassify the first person games as a spinoff to the numbered series instead of making it the main series and third person games are only remakes. They're running out of remakes (although they're currently remaking 4) and they'll either have to make new games that are third person or abandon third person all together. Or I guess they could do Resident Evil Revelations 3 but I sort of think they're done with those.

I'm a huge Metroid fan and I was before Prime came out. When I heard Metroid was going first person I was not pleased. However the games ending up being so good I didn't mind and I hold the Primes in the highest regards. While the first person Resident Evils are good, I still think the 3rd person games fit the series better. I would take Resident Evil 2 remake over Village and 3 which was too short but I would take it over 7. Just my opinions.
 
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Review cover
Product Information:
  • Release Date (NA): May 7, 2021
  • Release Date (EU): May 7, 2021
  • Release Date (JP): May 8, 2021
  • Publisher: Capcom
  • Developer: Capcom
  • Genres: Survival horror, first-person shooter
  • Also For: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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