The Resident Evil series has been going on for many years, but
a major feature is that the direction and intensity of fear are completely different from one work to the next.
- The work was so scary that I gave up on it halfway
- A work that was mostly action and not scary
Both exist within the same series called “Resident Evil”.
In this article,
- Scary level of each work
- Why is it easy to feel scared/not scared
and explain it in
ranking format for reference by horror resistance.
Scary level evaluation criteria
This ranking is based on the following factors:
- Point of view (first or third person)
- Many closed spaces
- Presence of tracking enemies
- Ammunition/recovery margin
- Frequency of surprise performances
- Duration of mental tension
We focus on the
psychological load during play, not just the strength of the gory expressions.
Scary level S (the scariest class)
Resident Evil 7
This is one of the most terrifying works in the series.
Why it’s scary
- Completely personal point of view
- Composition centered around narrow houses
- Near invulnerable tracking enemy
- Extremely low ammo/recovery
There is always nowhere to escape,
There is almost no time for peace of mind.
It’s natural for people who don’t like horror to feel that it’s impossible or that they don’t have the heart for it.
Scary level A (quite scary)
Resident Evil RE:2
Characteristics of fear
- Dark and narrow police station
- Strict resource management
- Existence of tracker
Although it is a third-person perspective,
- Lack of safe areas
- Visiting the same place over and over again
structure prolongs
fear.
Resident Evil RE:1
This is the origin of the series,
a horror design that is still relevant today.
Why it’s scary
- A closed space called a Western-style building
- Limited visibility due to fixed camera
- Naughty enemy placement
Although it is not flashy,
It is a work with a very strong “slowly creeping fear”.
Scary level B (stronger horror elements)
Resident Evil 8 (Village)
Although it is not as scary as7, it has the scariness that is higher in the
series.
Points
- Hard to get lost with a single clown
- Increased action elements
However,
- Some areas are as scary as 7
- High impact of enemy production
For this reason,
If you let your guard down, fear will jump up all at once.
Resident Evil 0
Features
- Strict ammunition management
- Save restrictions are mentally tough
Rather than being scary,
this is the type of work that always leaves you feeling nervous and anxious.
Scary level C (standard to moderate)
Resident Evil Revelations
Reason
- Atmosphere is horror-oriented
- Single road configuration gives a sense of security
Although it is surprising,
it is less unreasonable.
Resident Evil RE:3
Features
- Focus on tempo
- Action-oriented
Although there are tracking elements,
It doesn’t have the same mental pressure as RE:2.
Scary level D (less scary)
Resident Evil 4 / RE:4
Why isn’t it scary
- Action that makes you fight
- Many bright outdoor maps
- The main character is very talented
More than the fear
The fun of fighting and the sense of strategy come to the fore.
Resident Evil 5
- Day Center
- Cooperative play premise
The horror elements are mostly just the atmosphere.
Scary level E (almost no horror)
Resident Evil 6
Features
- Complete action route
- Less worry about running out of bullets
- Focus on flashy production
It may not be enough for those looking for fear, but
This is the easiest work to play for people who don’t like horror.
Recommended quick reference chart by horror resistance
- Not good at horror
→ RE:4 / 5 / 6 - It’s okay if it’s a little
→ RE:3 / Revelations - Horror lover
→ RE:2 / RE:1 - I really want to experience fear
→ 7
Summary: Bio’s biggest appeal is its “range of fear”
Biohazard is
- All the works are scary
- Horror resistance required
.
Since each work has a different direction,
It is most important to choose one that suits your tolerance.
Refer to the scariness ranking,
Please try the series from the works that are reasonable.