10 Things We Desperately Want From Resident Evil 8

Resident Evil 8: Village has been unveiled, here's what we want from this new horror outing!

By Marc Smith /

Last night was a big deal for gamers the world over. We finally got our first look at the highly-anticipated PlayStation 5 - an 'interesting' looking console that's certainly divided the internet. Some love its unique aesthetic and bold look, whereas others seem to think it looks like an outdated router.

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You'll have to make up your own mind on that one.

Opinions on the design aside, there's no denying that the slithers of gameplay we were shown have the potential for greatness, but perhaps the most pants-wettingly exciting reveal was that of Resident Evil 8: Village.

Acting as a direct sequel to the soft-reboot that was Resident Evil 7, Village looks set to take the franchise in a bold new direction. Offering long-time fans a wholly new experience, whilst still evoking that classic Resident Evil charm that so many of us have grown to love over the last twenty-four years.

Change is import, especially in a franchise as long-running as Resident Evil, but straying too far from the beaten path can often alienate long-time fans and go against the fundamental ideas that made the series so great, to begin with.

Here are ten things that fans desperately want from Resident Evil 8.

10. Back-Tracking And Shortcuts

This one may not exactly be to everyone's tastes, but hear me out.

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The classic-era Resident Evil games had a larger emphasis on exploration and puzzle-solving. This often involved backtracking through previously explored areas and solving puzzles that either opened up new rooms, or provided shortcuts that allowed players to bypass difficult areas.

Despite their strange choices of decor and the absence of traditional locks on the doors, the Spencer Mansion and Raccoon City Police department were well-designed locales full of twisting corridors and hard to reach areas. Capcom has allowed this design ethos to slowly creep back in, but with an entire village to explore, this could be the time to bring back that old-school approach to level design.

The use of backtracking was so incremental to the design of earlier games that the developers would seek to catch players off-guard and set traps in previously explored areas. Can you remember the heart-stopping panic upon re-entering the Spencer Mansion after exploring the guardhouse, only to be suddenly attacked by a Hunter and then discover that the mansion was now crawling with them?

We sure can and we've still not recovered.

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