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Resident Evil and What We Fear

With the release of Resident Evil Village, it seems like a good time to look at the iconic video game series and see what it can teach us about the nature of fear. (We won’t be looking at the movies, which are busy doing their own thing.)

For those unfamiliar, the Resident Evil games revolve around characters dealing with the horrific aftermath of corporate bioweapon experiments. The various zombies, creatures and molds which have sprung up as a result haunt the cities and homes of the game. It’s up to you, the player, to survive and maybe even get one step closer to finding a cure. Village is the 8th game in the main series, which means we’ve gotten a lot of iterations on the same basic premise.

In that time, two versions of the Resident Evil formula have developed. One for horror, and the other for action. Comparing them gives a prime example of one of the drivers of horror.

Two Sides of the Same Coin

The initial games of the series – Resident Evil 1, 2, and 3 – plus the recent Resident Evil 7, are considered the horror side of the series. They involve putting the player in situations they have little to no control over. Enemies they can’t kill, few resources, little ammunition – each design choice increases the precariousness. The player never feels in control. Instead it seems like disaster lurks behind every corner for reasons they have no say in.

The next three games – Resident Evil 4, 5, and 6 – make up the action strand. They take the same basic idea – someone fighting the undead – and give the player more options. There’s more ammunition and more things to kill. The player has more direct power in what happens to them.

The fact that so many atmosphere and narrative choices are the same – each of these installments are definitely part of the same world – but can result in two different experiences shows the importance of control when it comes to creating fear or safety.

A Matter of Control

Now movies aren’t video games. We aren’t determining the number of bullets in the viewer’s gun. But we do have access to something else that provides power and control – knowledge. Once there are rules – once you understand what keeps you safe – this gives the viewer a feeling of control over the situation. The character stands in the light, so they’re okay. They hold the magic amulet, so they’re okay. The creature’s name was only said four times, so they’re okay.

By taking this power from the viewer, and keeping them out of a position of control, you make room for horror. It’s one of your great tools as a horror writer.

Let’s Spoil The Ring

One of the scariest moments in The Ring comes at the end. We think that we and the characters have solved the haunting. Samara was tortured and abused as a child, then killed. By righting that wrong and putting her to rest, we have gained control over the situation.

And then the son reveals what a mistake this was. The rules we thought we knew, the control we thought we’d gained, was an illusion. No safety rails protect us. We are out of control, and in 7 Days, we will die, and there is nothing we can do to stop it.

So don’t be afraid to let things feel a little out of control.