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Resident Evil

Edge UK

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Christmas 2025

Almost three decades on, the defining survival horror game has much more to offer than scares

- By ED SMITH

Resident Evil

Resident Evil feels like a horror game. You don't have many bullets, you can't carry many guns, and each zombie, Cerberus, Hunter or Chimera has the power to kill you quickly, and often unexpectedly. In addition, you can only save your game a finite number of times and in specific locations. Given these stressors and pressures, you are directed to avoid rather than embrace action, to stay out of combat and use brains at least as often as brawn. Sit idle on the main menu for long enough and there's a short clip of in-game footage with an accompanying, advisory message:

Not much ammo, dangerous enemies, the risk of losing progress – these elements, combined with the inscrutable and often lethal environment of the Spencer Mansion itself, create a profound sense of disempowerment, a feeling that you are unprepared. The makers of Resident Evil even seem capable of anticipating bravado and turning the urge against you. If you rush to grab the shotgun from the first-floor mantelpiece, you'll trigger the overhead crusher and, if you're playing as Chris, probably die. New weapons in videogames are typically an invitation to enjoy new combat mechanics too, to bask briefly in the feeling of increased power conferred by a better gun, sword or spell. The shotgun trap, in contrast, urges caution, even meekness. It's one of Resident Evil's subtler ways of telling you that what you're playing is horror, not action; the conventions of the action game if you see a cool gun, grab it and let rip! don't apply here.

MÁS HISTORIAS DE Edge UK

Edge UK

Edge UK

Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

time to read

4 mins

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Edge UK

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Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

time to read

2 mins

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GLOOMY JUNCTURE

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time to read

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

time to read

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

time to read

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time to read

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

time to read

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

time to read

2 mins

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

time to read

4 mins

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