One of the biggest traditions in the Resident Evil series

summary

  • Typewriters serve as iconic save points, often appearing as hints for the series in other games.
  • Modern “horde segments” thrust players into chaotic situations, testing their skills and reflexes.
  • Labs make traditional appearances, playing a key role in unraveling the story's mysteries.



The Resident Evil The franchise has gone through many changes in the series. Whether it's a change in camera perspective, a switch from zombies to more humanoid enemies, or just a sudden shift in the overarching story, it's fair to say no two games are the same, though there's still one glue that holds all these titles together. The same suffrage, and that's the traditions they carry.

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From the very first Resident Evil Back in 1996, there are many features, mechanics, and general quirks that have been implemented in almost every game in the series. Even in more modern games, which are often seen as soft reboots of series, these specific traditions always manage to appear, because at the end of the day, that's what makes these games. Resident Evil.


1 Typewriters

Save points have become iconic iconography within the Resident Evil franchise

Resident Evil Typewriters require an item to use once


The typewriter has always been the best saving point in almost everything Resident Evil Games. Sometimes, the player just needs to click on them and an automatic save will be gifted, but for harder difficulties, and in classic games, players will need an ink ribbon to record their data.

They've become such a staple that any time a typewriter appears in another survival horror game, it almost feels like they should be a tribute to the franchise that kicked off the entire subgenre. Alternatively, players can contact the typewriter in other games to avoid the habit, as was the case for many. Silent Hill 2 Remake.

2 Horde section

A brutal horde section pushes players straight into the nightmare that awaits them


It's a modern staple of the series that Capcom seems to try and fit into each new game, as long as it doesn't feel too out of place. It all started with the original Resident Evil 4 Where players are forced to survive the attacks of enemies in the village during the first hour of the game. Then it was repeated Resident Evil 5 with public meetings, and later on the villagewhere Ethan must try to hold off hordes of Lycans for a certain amount of time before the sequence ends.

These “horde sections” are a way to make players feel like they've really been thrust into the middle of a nightmare, while forcing them to familiarize themselves with the controls from the get-go. They don't appear in every game, but these early scenarios have popped up in recent titles that are considered tradition.

3 laboratories

A laboratory always makes an appearance, even if it makes no geographical sense

Rebecca standing in the lab


It doesn't matter if the game is set in an urban city, a training facility, or a rural estate in the middle of nowhere, it can't be. Resident Evil Title without lab view. Many times, players will need to navigate their way through the lab near the end of the game to find out first-hand how BOWs were made, as well as uncovering files about the malicious people behind their creation.

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It was a tradition that started back in the first game and managed to show up in almost every game going forward, no matter how out of place they felt. This can be seen in the prime example Resident Evil 7 Where a laboratory can be found buried in a salt mine, purely to serve the plot.

4 herb

Go-to healing items have become series staples

Blue Herb, Red Herb, Green Herb in Resident Evil 2


Most players were probably very confused when they first hit the grass Resident Evil game, but after a while, it's hard to see them as the series' go-to treat item. Instead of syringes or medical kits, Capcom decided to get a little more creative and make the games plant herbs as first aid items, which come in a range of colors.

While green herbs are the most recognizable and can instantly heal a character's health, combining them with red herbs can strengthen their healing properties, while yellow herbs will extend the hero's maximum health. While there are a few other herbs that are introduced throughout the series, they quickly become a mainstay that has made an appearance in every game, including spin-offs.

5 Item boxes

Jill looking at an item box


Even to this day, fact Resident Evil 0 Deciding to remove item boxes entirely is still annoying for many players, and the reason is because of how important they are to the core gameplay formula. These large containers can be found in many safe rooms and will allow players to store any items they cannot currently carry, making them extremely useful, especially when planning a route to the next area.

Although it admittedly doesn't make much sense how these boxes randomly teleport items between each other, considering they were the only way to drop items in the old games, it doesn't matter much. Capcom has dropped item boxes in some modern games, e.g the village and Resident Evil 5 And 6, but the fact that they returned Resident Evil 7 Shows that they are far from forgotten.

6 Lots of locked doors

It seems no building can exist in Residential Wicked without at least half the doors closed.


In the first Resident Evil In the game, it at least makes sense why the entire Spencer Mansion is filled with locked doors, booby traps, and absurd puzzles since it was designed by George Trevor. This trend continued in the second game, where the RPD had many doors that could only be unlocked by finding strange keys and rare items that seemed to be purposefully placed around the station by someone who wanted to make things difficult for the player. .

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Then again, a big part of the idea Resident Evil As games enter new territory and slowly progress through it, this kind of gameplay formula ensures that players don't sprint as fast as humanly possible. As Ethan noted Resident Evil 7It is very strange that anyone would ever decide to live in or live in buildings with at least half the doors locked at all times.


7 cheese dialogue

B-movie horror dialogue has always brought a lot of charm to the series

Quotes about sandwiches and pancakes from the Resident Evil games

When the first Resident Evil The game was released in the late '90s, pitched as a B-horror movie that was trying to be a little tongue-in-cheek rather than deadly serious in tone. As a result, the dialogue was sometimes very cheesy, with mentions of “Jill Sandwich” and “Master of Lockpicking” being popular examples.

This ended up adding a lot of charm to the game and would be a trend carried over into future titles, actually reaching its peak in the fourth entry where Leon comes out with all sorts of weird and wacky lines. Even in the remake of that game where Capcom tried to take a more grounded approach to the story, there are still lines like “nighty night, nights” and “I was almost a pancake” to assure fans that the tradition is still very much intact. .


8 infinite ammo

A rewarding bonus that makes subsequent playthroughs much easier

The Chicago Typewriter from Resident Evil 4

It's always nice to earn some extra goodies after completing a single-player game to try on a second playthrough, and in this case Resident EvilThis takes the form of infinite ammo. Original from before Resident Evil 2which introduced rocket launchers and gatling guns as usable weapons, almost all mainline games have included infinite ammo weapons that can be used to make later playthroughs much easier.

Alternatively, games like Resident Evil 5 Will allow players to equip infinite ammo on any weapon they enjoy using by unlocking it with special bonus points. Completing the game is obviously the main priority when booting up for the first time Resident Evil game, but getting infinite ammo is always the second most sought after thing that most players will strive towards.


9 Rocket Launcher

The ultimate saving grace that saves the day every time

Image from the Resident Evil 4 remake showing Leon Kennedy holding a rocket launcher.

Each time the player reaches the end of one Resident Evil In the game, they're expected to use every last bullet they have hidden to take down the final boss, before being handed a one-hit-kill rocket launcher to finish things off. In the first game, it was used to hit the Tyrant, but as the final bosses got bigger and more durable, the rocket launcher was coming back as a saving grace.

As a result, it is always established that the rocket launcher is, by default, the most powerful weapon in every game, which is why obtaining an infinite rocket launcher is such a rewarding reward for the player's efforts. It was also the weapon used to take down Albert Wesker, the main villain of the series, which goes to show just how destructive it is. Resident Evil the universe.


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